This action might not be possible to undo. Are you sure you want to continue?
0 Completed January, 2011
Written by Andrew Seiple Edited by Denise Beucler Archetypes by Joseph Menear Cover art by Greg Vaughn With input from the following; Joshua Smith Denise Beucler Assorted members of rpg.net And too many friends to list Wastelands owes much of its rules, structure, and spirit to the Exiles western Live-Action Roleplaying Game. Wastelands would not exist today without the kindness, advice, and support from Benson Green, Karin and Ryan Strippel, and the rest of the Exiles players. 1
“…After the torchlight red on sweaty faces After the frosty silence in the gardens After the agony in stony places The shouting and the crying Prison and palace and reverberation Of thunder of spring over distant mountains He who was living is now dead We who were living are now dying With a little patience” --TS Eliot “The Waste Land”
Table of Contents
Introduction FAQ Safety Character Creation Skill Charts Archetypes Complete Skill List Magic Spells Crafts Recipes Items Traps Combat Death Damage Types Hand of Fate Radiation Waivers
4 8 15 24 34 41 45 71 73 82 84 88 91 98 110 113 115 119 122
given the opportunity to serve your sentence cleaning up the wastes. and opportunity. The Wasteland is neutral. and nations are a thing of the past. Other times. Now with the last of the Great Corporate Wars over. Welcome to the 23rd century. Much of the remaining human race now lives in corporate enclaves. Magicians and Adepts have learned to harness magic. and influence. hidden magic." The corporations are trying to claim the wastes. and reliable bullets from the corporation in exchange for work. riots.. Perhaps you are an immigrant from a poor enclave. Humanity does not accept change well. While it can never be SAFE. and tried to reclaim the world. Such things as lost technology. Ohio.. and held by one corporation or another. Perhaps you are a local resident. which belch out pollution and profit in equal measure. rare medicines. and greedily divided the world up among them. massive walled cities that are sanitized and sterile. Now the world is cursed with enormous cities. and earn sponsorships. orcs. The nuclear fire invented by man burned brightest here. The land here had names. Pennsylvania… Now they just fall under one epithet: "The Wasteland. Corporations became more powerful than nations. contaminated resources. trying to better your lot. finding more profit and treasure in stock. Many of these children are not human… They are elves. Old enemies sip drinks and pop anti-radiation drugs side by side at times. and many come here just for that. Cities died in atomic fire. Abnormal children are being born to perfectly normal human couples. And magic has returned. until the land was blighted and ruined. and magic is limited by those same scars. and they need people to do this. Panic. the world changed. and stranger things. and the dragons quiet. Or perhaps you are here to make your fortune. it is a good place to kill a hated foe. many Corps are looking to reclaim territory. trying to get untainted food. Many magicians and metahumans bought acceptance from the corps by using their talents in the Dragon war. The tantrums ceased when the dragons woke up. and business opportunities can all be found in this blasted land. once. Dragons no longer trust in hoards of gold.. safe territory is scarce. But good. Finally. Wars are fought between corporations now. Perhaps you are a convict. Kentucky. and dump him where no . Perhaps you are trying to gain fame on the media networks. and here the hideous wars of the new century were fought.INTRODUCTION Near the end of the 22nd century. dwarves. And some are born with the ability to tap into the world’s longforgotten magic. And business is good. The only truth now is the Almighty Allin. it is now more predictable. Where technology is limited by old scars of war and disasters. and hate crimes were the result of these first incidents. left to reclaim. consumer. triggered by fools and arrogant tyrants. secrets longforgotten. There is money here. The dragons could do business with the corporations. So that leaves only the worst of places. Indiana. a peace was reached.. as it turned out.
no one knows just how much they rake in for their services. FREE TRADERS The Free Traders are the glue that holds the Wasteland together. the currency is barter. They go from settlement to settlement. low-level radiation in the area limits the electronics that can be brought into the Wasteland. In many places.... dotted across the land. or other weapons. And strange creatures wander through the night. They don't get involved in local problems. The constant. Huddled together for mutual defense and survival. They might know a guy who knows a guy who can trade them with an enclave. that cross the length of the wastelands. Advanced electronics of any sort are rare. seeking flesh to eat. No one knows who backs them. sometimes alone and sometimes with guards. No one quite knows what it does. It must be well-shielded to function within the Waste. sometimes. nomads. The few devices that are built to last are well-shielded and in high demand. The Free Traders travel. and others who have no place else to go. Guns are one thing that the Wasteland has no shortage of.one will ever find the corpse. they don't take sides. obviously cyberware. Some fairly lawless settlements use bullets as currency. Their bodies learn to live with the radiation. . or good sources of meat. or worse things. and pollutes the radio waves. people plow the land with horses and cattle (Or slaves.. If nothing else. the Free Traders see to that. selling their wares. Be careful.. LOCAL CIVILIZATION Despite the odds. For much of the Waste. Most civilization is pretty lowtech. though their selection is seemingly random. Welcome to the Wasteland. and seem to know the identities of their murderers. These rise and fall with the wind. Houses are wood or stone. governments try to rule multiple settlements. and their money is worth the material used in its fabrication.. and there are those who view visitors as new trading stock. and it is.. They break quickly. and settlements can disappear overnight from one calamity or the other. The ones that don't adapt tend to die.) and vehicles are rare.. some people DO live out here.. They are known by their mark. Try not to die too quickly. Communication between settlements is rare.. They can obtain things from inside enclaves. It is a fine tracery of glowing silver wire on their forehead. Sometimes they sponsor and run great caravans.. There are settlements out there that keep dark secrets. they eke out a living as best they can. Corpwar deserters and war criminals. but there are rumors that it allows them to share one mind. refugees from the neighboring enclaves. Others accept Allin dollars in some physical form. at times. and so they are grudgingly trusted. Those who kill Free Traders usually buy themselves trouble. There are many small settlements. or knives. Travel is dangerous. but the fact is that they are necessary and vital parts of this warped land. Certainly it is true that most Traders know when another Trader dies..
Occasionally. You got here by your own feet or with help from a smuggler or Free Trader. though there are rumors that unscrupulous Traders aren’t above hiring assassins to take out rivals. or set up your own raiding parties. More likely. If you enjoy money. Perhaps you have some money. There are very few people in the Wasteland who can fend off threats all by themselves. WHAT TO DO IN THE WASTELAND Survival is good. Perhaps one day you and your friends will rule a town. they're right. or "Wouldbe Profiteer. Hunt down monsters or cut deals with them. Or perhaps. or is up to no good. Survival is necessary… But there will come a time when you have your feet under you. weapons. and even the ones who can usually enjoy having company along. Or. There are as many ways to thrive. then this too can be done. and make life very interesting indeed. Like anywhere else. or "Scoundrel". Perhaps you were even did dirty work for a mega corporation. The Free Traders say that they don't mind that at all. and whatever you managed to bring with you. Odds are good you were involved in criminal activity. you’ll need to find a way to deal with the local threats. ADVENTURERS The term is a bit more polite than "Refugee". a local or two tries to compete with the Traders. somehow. It is good to find your niche. If you dream of more. Raised in a small town and taught to fear the unknown. More importantly. you can find ways to profit in the Waste. Old rivalries can follow a man or woman into the Waste. death in the Wasteland is forever. Help a settlement prosper. the choices that you make and the victories that you win will change the shape of the Wasteland. It cost you a lot. you moved on to a different part of the Wasteland when things didn’t go your way. you could be a local. you’re on your own. and those who forget it are likely to pay the ultimate price. and you’ll be surprised what you can accomplish. or one of the criminal syndicates! If you did. the Free Traders are one of the avenues that adventurers use to get into the Wasteland. YOU are one of these "Adventurers". your bones will end up littering some forgotten ruin. and now all you’ve got are the clothes on your back. and watch it grow. like many. make yourself useful. skills to survive. Maybe you have a few ties to the enclaves that you can put to good use. and want to accomplish more." It refers to travelers who come into the Wasteland from somewhere else. in all . trade for strange items or useful resources that fetch a bundle of money outside. You’ll need tools. too. Sell things to other adventurers or residents. Kill bandits. or even form your own nation in these desolate lands. The locals tend to figure that anyone who comes in here is either being forced. perhaps not. A lot of times. More importantly to the average traveler. Find people you can work with. of changing the world. as you can imagine. then be careful. DEATH IN THE WASTELAND This is a deadly land.
Many skills need supplies to use. and you will find less people willing to work with you if you earn a bad reputation. or all your friends are down and bleeding as well? Well. conserve ammo. Don’t go making enemies of other adventurers without a good reason. but you’ll need things to make the toys. You have to be. and never cut a deal with a dragon. groaning and screaming minutes while your life bleeds away.but the most outrageous cases. dark secret. sometimes running away is better. especially not in the mana-warped landscape of the Wasteland. or else you couldn’t survive here! If you get shot or stabbed. you might want to keep it a deep. you will live. you’re out of luck. Shoot straight. so always be on the lookout for money or an opportunity to buy or trade for what you need. There are rumors of ways to come back after death. pal. very sharp and pointed ones that will be accompanied by surgical instruments. or even violence in general. Not even the magicians know quite how everything works. you’re a sturdy person. Don’t neglect your other skills. If you find out a way. and plenty of them. you may find it saving your life at some point. They can make you wonderful toys. Craft skills require raw materials. but if someone can reach you and administer a healing injection. you have at least five minutes before you die… Five pain-wracked. weird things. Fortunately. but none of them have ever been confirmed. or first aid before five minutes is up. . and guns need ammunition. The community has a long memory. They’ll have questions for you. It’s not fun. Not every problem can be solved with bullets. during the interrogation… FINAL ADVICE You won’t start with much. and generally free. Sometimes talking is good. Magic can do weird. That information is worth quite a lot to some very ruthless individuals and organizations. But if no one else is around. Even if you only have a combat knife for backup. Melee weapons are easy to come by.
Frequently asked questions WHAT IS WASTELANDS? Wastelands is a live-action roleplaying game. Your character is one of the hardy survivors who scavenges in the Wasteland to get by. operational overhead. Due to mature language. (NPC’s) and set up things. and necessary supplies. where the premise is that mega corporations rule most of the world. This can be a lot of fun. you will spend one or two days at the camp. and careful. If you take part in the game. In reality. but there are risks involved with simulating combat. and magic has returned bringing strange things with it. pretend violence. Wastelands is played wherever the Game Master can organize a private campsite. he also has people who help him run the non-player characters. you will probably NPC at least once… This means that instead of playing an independent character. mature . airsoft safety priorities. Wastelands takes place in a fictional dystopian future. WHAT SHOULD I DO BEFORE GOING TO A WASTELANDS EVENT? Before going to an event.. There is a fee associated with attending a Wastelands event. The area of Wastelands is set in a fictional radioactive land that covers most of Ohio. and neighboring states. Some players may choose to be great magicians. but sure as heck know how to use guns. and clean up after yourself. but it’s worth it for a good game! Wastelands can be a fun game. you should download the rulebook. in its own way. and so it is a neutral ground for many powerful factions to sort out their differences. Some of the players will choose to play fantastic creatures like orcs and elves. and make any preparations for the weekend that you can. Different campsites have different responsibilities. the players create and act out the parts of imaginary characters. No one claims all of the Wasteland. ask questions on the forum or via email. Though magic and advanced medical sciences allow people to live here. but storyrelated character for the players to interact with. You’ll have to take care not to damage the site.. but there’s plenty of room in this world for just plain humans. If you choose to attend a Wastelands event. You should also make sure that you have proof of your age ready. you will act out the part of a less-important. The Game Master is in charge of keeping track of the story. The choices and actions taken by the characters decide how the story goes. and helping to maintain the atmosphere of the game. The liability waivers are there for a reason. only the poorest and most desperate people do. This type of game is also called a LARP. In it. who may not know magic. but it is used entirely to pay for the camp. but they will stand side-by-side with soldiers and agents. and running around on strange campsites. taking part in creating and shaping the story of a fictional location and setting. You must always remember to be safe. living as your character would.
and some fairly sturdy clothes that can take a beating. or something that can represent armor. fantastic horror. It MUST be covered on the sides.) • Some sort of costume. Boffer weapons can hit illegal areas. but you seriously CAN put someone's eye out with these. Maybe a good coat. This means complying with ANSI Z87. It can be a mask. so expect a little pain.) • Proof of age. and in full possession of your faculties before you attend a Wastelands event. so please be careful. (It's fun to play with guns. Airsoft pellets even sting through clothes. or make plans to drive out for dinner and return to game afterwards.) • Any required medication. Finally. we want to let your loved ones know where you are. if they strike unprotected flesh.subjects such as drug use. but it MUST be able to shrug off a . participation in Wastelands is limited to people 18 or above. (Any racial makeup or props required for your character. (Airsoft guns hurt. Even airsoft guns can cause injuries. (Driver's license is preferred. (Wastelands can be a very physical game! Don't get sick because you forgot your medicine. • The entry fee for the event. (This may be different depending on whether or not you wish to PC or NPC.1 National Safety Standards. you must bring the following things. or helmet. Bring bottled water if you want it. and cause pain. Illegal substances and airsoft guns do NOT mix well. bottom. (Wastelands makes few concessions for specialized diets. (In the event that something really bad happens to you. (Everyone's here to have fun! Relax.) • Your sense of caution.) • A willingness to sign our waivers. Expect to get a few welts and maybe some bruises if you're unlucky.) • Any required dietary supplements. and have fun playing your . You should also make sure that you are sober.) • A thick skin. bring your own food in a cooler if you can't eat what we serve.20 airsoft BB going at 250 feet per second.) • A positive attitude. enjoy yourself. (Used for going out-of-game) • An emergency contact number. and top. (You won’t be permitted to play until you do. goggles.) • A white headband of some sort. and mature themes.) • Eye protection (You NEED some sort of eye protection to play this game. and fit around the eye sockets.
you risk damaging your eardrum or ear canal.) You don't have to bring the following things. but we know it's bound to happen at some point. (Not always needed at the shorter events. but is HIGHLY recommended. if your character uses packetbased attacks.) • A copy of the rules that pertain to your character. If it's your first game. LARPs have a tendency to get muddy. (The Game Master and his or her staff really. but only to call other characters. but most don’t have sheets. and do your best. Some campsites have bunks. for rules on boffer weapons. (This only really applies if it is an overnight event. REALLY don't want anyone getting hurt at a Wastelands event. A sleeping bag is a good idea.) • A cell phone. (You can use it in-game. If it's your first game. Also.. If you're playing a magician. If you're playing an adept. or other means of calling home. so it might be good to have extra clothes on hand. Without ear protection.) • A boffer weapon of some sort.character! Don't sweat the small stuff.) • Batteries. • Strips of cloth to use ingame as bandage phys reps.) • A change of clothes.. (See the Combat chapter. but good for overnight events. and tied off with rubber bands. might come in handy. (You don't have to provide your own gun. but you can if you want. like bandages and antiseptic. There will be a few good examples available on the course. • Ear protection (This is not required. (You don't have to print out the whole rulebook. Basic medical supplies. • An airsoft spring-based or electric gun rated at 250 FPS or lower. (These are little cloth bags filled with birdseed.. . though feel free to bring some blankets if you want.) • Medical supplies.. or other camping gear. but it helps to have something to remind you of how your neat skills work.) • A number of packets. you'll probably want your own weapons at some point. you might want to wait until you see a boffer weapon in play. you'll need some of these. but they might come in handy. for use in electronic devices or batterypowered airsoft guns. the Game Headquarters will provide you with a handful. And ear hits to the lobe or cartilage HURT.) • Bedding.
NOTHING. Leave the kids and pets at home. and a display of indecency could lose Wastelands a camp. no bayonets. Besides. we’ll call the cops on you. you're paying to play. (Airsoft guns and controlled substances don't mix. you risk making your illness worse the more you exert yourself. or those who don't know any better. Or hand grenades. but be smart. Please don't bring any outside stuff in. please don't tinker with a gun and attempt to customize it beyond its regular strength. there are better places to get laid. DON’T BRING REAL GUNS! Or ammunition. Airsoft is dangerous to the irresponsible. When in doubt. we WILL call the cops on you. (No gas-powered guns. you can NOT bring it to the game. Unless it complies with the guidelines. but YOU should stay sober. Wastelands is a physical game. Why waste time getting angry or depressed?) • Illness. (We provide all ammunition used at Wastelands events. or pets. no hunting knives. we don't want to hurt them by accident. Also. no crowbars. even if they’re hollowed out paperweights. (If you bring one of these. Leave it at home. Most of our guns are fairly low FPS. • Real Firearms. no collapsible batons.) • A bad attitude. NOTHING. (No swords. Don't even drink at a Wastelands event. and . Swiss army or utility knives are fine.) • Drugs or alcohol. (If you're sick.) WHAT SHOULD I DO ONCE I ARRIVE ON SITE? If you arrive before the game begins. Trust us.) • Ammunition. (No. and it might not be suitable for use with the camp policy. different camps have different policies and standards.You should NOT bring the following things. LEAVE THEM AT HOME. We'll have fake booze available if you want your character to get drunk. (Dude. stay home. (This is a game.) • Children.) • Real Weapons. so you don't need to get an "edge" in that way. And if we catch you with illegal stuff. nothing with an FPS greater than 250. Or anything that IS or WAS a real weapon. for that matter. we won't allow it in-game.) • Amorous Intentions. then find a place to park.) • An airsoft gun that doesn't comply with the guidelines in the combat chapter. Get a hotel room. no obscenely jacked up sniper rifles.
These are not tagged items. you MUST have your eye protection in place while you are on the course. or the Repair skill. and find a way to kill time until the event begins. the eye protection must remain in place. if you have the First Aid skill. At the Game Headquarters.find Game Headquarters. you may start with a free Tier-1 pistol with a 4game tag. or a free Tier-2 pistol with a 2-game tag. • 25 Allins for every level of the funding skill that you possess. you receive free starting equipment. Give any boffer weapons or airsoft guns that you wish to use. • 2 Units of salvage for every level that you possess in the following skills. cross bow. Also. or pistol crossbow. you may also wish to bring your camping gear to your sleeping area. • 10 units of Medical supplies if you have the Surgery skill.) • One bow. unless you’re in designated goggles-free areas. This is the only item on the list that you receive at every game. Read and sign your waiver. STARTING EQUIPMENT? If this is the first game for your character. (You get this money every time you play a game. or you leave the course and get to a safe distance. Engineering. • 10 units of Salvage. Chemistry. or any equipment earned in prior events. to the game staff for testing and approval and claim them back after they’ve been tested. You need not bring all of it in-game. This can be a short bow. • If you have the pistols skill. once it begins. attend the mandatory safety briefing. • 1 Medical A injection and one Stim injection if you have the Medicine skill. the rest are only given to you at your first game. If it is an overnight event. Pay your event fee. Wear eye protection when inside designated testing areas. long bow. It is recommended that you supply your own bow phys rep. At some point you’re going to want to get into costume. find the check-in line. unless you’re wearing an out-ofgame headband. with a point value equal to the costume that you are wearing. Once it begins. you can leave some in your account. • One armor tag. if you wish. if you have the archery skill. Until the event is over. and ask questions about the rules. if you don’t understand them. • You may start with free melee weapons of any kind that you have a phys rep for. Medical. and pick up your starting equipment. Electronics. though you can do this after you go through check-in. if you have either the Gnomish Repair. Do not fire airsoft guns outside of designated testing areas until game begins. you ARE in game. After that. . • 4 Bandages.
and roll the dice in front of them. If you have an electric gun you must find a Tier 3 tag to use it in play. That will provide fun for both you. They will provide six-sided dice for this purpose. you may start with a free Tier-1 longarm that has a 4-game tag. then put on a white headband. go out-ofgame. You are welcome to bring your own airsoft guns. and help NPC for a while. (Archery doesn’t count. arrange any camping gear as necessary. and don’t mind helping out the Game staff. Find someone to check you in… You may have to wait until the game staff are available to help you. depending upon your skills. where you find yourself with nothing to do. performed in front of the check-in staff. Note that Tier 1 and 2 airsoft guns are only spring-powered. If that occurs to you. and come in game when you are costumed up and ready. The game staff will have stock pistols and longarms for you to borrow. • If you have both the pistols and the longarms skill. Also put an out-of-game headband in place. stay out of lines of fire. This includes all players… And while we . If you have no weapons related skills. Then return the dice to the staff. You will also get the five-minute safety briefing. play cards or otherwise gamble for in-game cash or for fun. Total the amount on the dice. You may not start with both types of weapons. you gain one die for the ammunition roll. and are examined by the game staff prior to check-in. then talk to other people as your character. and make your way to Game Headquarters. • Acquire • Demolitions • Heavy Weapons • Longarms • Pistols To perform your ammunition roll. and can ask any questions about rules that you like. or a free Tier-2 longarm that has a 2-game tag. and never electric. and everyone else involved. CONDUCT The goal of Wastelands is to provide fun for all participants.) you start with 0 bullets.• If you have the longarms skill. For each one of the following skills that you possess. This is determined by an ammunition roll. if you do not have your own airsoft guns. then PUT ON YOUR EYE PROTECTION before leaving the car. WHAT SHOULD I DO IF I COME TO AN EVENT LATE? Find a place to park. The total amount rolled is how many bullets the check-in counter should give you. rest up. or go find something to do. Finally. you start with a small amount of ammunition. but make sure that they follow the guidelines. After that. find a witness from the game staff. I’M BORED There will come a time in almost every Wastelands event. you may start with either the pistol OR the longarm. If you desperately crave action.
and fire any shots in the chamber into the ground. or they can be simply minding their own business. too. Then count your Allins. At Game Headquarters. and bring them to Game Headquarters. helping with staff. NPCing. the game staff would like to guarantee an even playing field more often than not. The players should then gather up all their in-game tags and items. Once you hand in your character sheet and in-game tags. You get it for defeating enemies. cleaning up the camp-site. Either save it for . there will be situations where the players will need every available character to deal with the NPC’s. You may get rads for helping in this way. as well. you will be given the option to help Game Staff clean up the campsite and put things away. NPC’s can be violent. and hand them in. The Game Master will give you a discount if you do this. role-playing your character. please return them. you are free to go home from the event. It also refers to the practice of portraying the supporting actors and story-related characters that your own character will interact with. WHAT DO I DO AT THE END OF A GAME? When Game Over is called. Most of the Game Staff will NPC various parts during the course of a game. you should count your ammunition and hand it in. After all that is done. If your character dies. This game wasn’t designed as a PVP setting between the players… In fact. Your Allins will be added to your character’s account. these are usually marked. With that in mind. Never be rude to another player out-of-game. This is a polite thing to do. or they can be friendly. all players and participants should eject any ammo in loaded airsoft firearms and tuck it away. you can come to a Wastelands event and do nothing but NPC. or they can be using you for nefarious purposes. then the karma may not be passed on to the next character. as well. Players who wish to temporarily NPC may come to the Game Headquarters. WHAT IS AN NPC? NPC stands for Non-PlayerCharacters. Your character sheet and tags will be kept on file for you to use at the next game. along with their character sheet. All of your karma earned goes into the development of your current character. KARMA AND EXPERIENCE Karma is a means of keeping score for your character. If you are using airsoft or nerf firearms or boffer weapons from the Game Headquarters. and you still have karma in the bank. and try to refrain from killing or robbing their character without a very good reason. and other things. so it’s recommended! If you wish. achieving in-game and personal goals. They deserve to have fun too. and it may earn you a small bonus. There are also game-specific items that you should hand in. and there may be other rewards available. Even the Game Master will NPC. please remember that the other players are paying to play.cannot guarantee that everyone will have fun at every event.
but the chapters listed previously are the most important to a first-time player. Your rad count gets points when you donate items. You DO need to know the safety rules. and the Archtypes chapter is useful if you don’t know what kind of character you wish to play. You may only spend karma between events. then you can hold off on spending karma. You’ll pick it up as you go along. If you are interested in Wastelands. and notified of your karma gain from the event. To purchase a skill with karma. so the Skills chapter is good to read. You may unlock secret character types. but you will be briefed on these at the start of each game. Karma does you no good otherwise! Karma earned also increases your rad count. or spend it if you’ve got it. and spending the karma to acquire new skills. when you get down to it. The rest of the rulebook is useful. You then have the option of e-mailing the Game Master. but you don’t need to know all of it before the game begins. The Introduction chapter details the setting of Wastelands. If you prefer to wait. Browse through the Magic chapter. you will be contacted by E-mail. Read the Safety Rules section. to learn the safety rules in use for the game. in karma points. to learn what the various spells do. to figure out how to fight. You may wish to know your character’s skills.something big. it will pay off to read the whole book. simply pay the cost for it. or before the beginning of an event. Most things in the game are pretty easy. to put together a character. DO I NEED TO READ THE WHOLE BOOK? Not all of it. prior to playing a game. Read the Character section. and finally check out the Combat chapter. or rewards if your rads get high enough… After the game. . and do nice things for the players and staff.
Even if it’s nothing more than a strategically placed headband. it may save a lot of trouble down the road.SAFETY RULES Wastelands is a physical game.. or damage the eardrum. Both of these are highly painful and problematic experiences. you may rent goggles from the Game Headquarters. or do not have it coming into game. and call "Out-of-game!" to any player or staff that you see as you go about your business. but if it does.) or interact with them. we recommend giving consideration to neck and face protection. If no one minds. like moving your camping gear. Also. Do not attack them. or a hood. Simply put both hands on top of your head. Eye protection temporarily removed should be replaced as soon as possible. Cease Fire!" If you lose your eye protection. much like a sport in some aspects. then you need to go OUT-OF-GAME. and the other participants within the area concur. and welts there are fairly noticeable. but it is strongly recommended. it is vital that all participants abide by the following rules. EAR PROTECTION The Wastelands LARP does not require that you wear ear protection to participate. it has the potential to become stuck. If you spot someone without eye protection at any time and the situation seems like combat is possible. EYE PROTECTION All participants within the Wastelands LARP must wear their eye protection while they are on the play area. To go out of game. If you do not have a white headband. OUT-OF-GAME HEADBANDS Sometimes. We recommend that you wear ear protection. or rupture the flesh. If you have no white cloth available. It is highly unlikely that a pellet will enter the ear canal. then put on a white headband of some sort. ask everyone around you if they mind if you go Out-of-Game. OTHER AREAS Although it isn’t required. It is illegal and dangerous to fire or attack anyone who is not wearing their eye protection. speak with them (Unless it’s about out-of-game matters. A player may only remove his or her eye protection temporarily if they are in an identified goggles-free zone. you'll need to do something that requires real-life business. call "Blind Man. Please only go out of game when you have something . or they feel that they are without a doubt safe and have a good reason to go without protection. Out-of-game people do not exist. If this is the case. To ensure fair play. pellets striking the soft tissue of the earlobe may break skin. then place some kind of white cloth on your head. or going to the car to pick up your medication. then you can still go outof-game. leaving the play area to get food. and minimize injuries. or hold any weapon physreps that you are carrying on top of your head.. Hits to those locations are quite painful.
but may not look behind them or shift more than a few inches without a good reason. will be removed from the course. No in-game actions may be taken in a hold (Except for calling defense against an explosive. and ask if anyone minds if you return to the game. or have to do something like move your car. Once that is done. or in the wilderness. You and everyone around you are now out of game. Anyone may call a HOLD. players are free to look at the area in front of them. call this phrase. A member of the game staff may ask you to go out-of-game for a number of reasons. players must stay in one spot. All players must remain motionless until the HOLD is done. and the player will be allowed to rejoin when he is finished getting his eye protection. HOLD This is one of the most important rules. If you spot someone without eye protection. Play will resume. Please be ready to do so. the person who called a HOLD should ask "Everybody Ready?" If no one answers in the negative.. If it is not possible for a person to comply. unless they have a safety issue that requires them to move.. and should not talk unless the Game Staff need their clarification on a matter. While in a hold. When you hear this call cease moving and call. but you must remain in the hold state until the person without eye protection has replaced his or her eye protection. Once the cause of a HOLD is dealt with.1. and treated as if you are in a hold. FIRE AT WILL!" to end the hold.. then the one who called a HOLD should say "3. or there is a safety issue that they can help resolve. or during the course of play.) While a HOLD is active. It is best to go out of game only when in secure quarters.2. shout "Hold!" All people within earshot must echo the call...2. due to lost or broken eye protection.. You may NOT go out of game to escape other players. announce "3..1. HOLDs may be called during combat.. though it is best used only when needed. or carry armloads of non-game-related items around. return to the approximate spot that you went out-ofgame. Anyone who does not comply.. To call a HOLD. (See below. and refuses to replace their eye protection. If you go out of game while outside a building.serious to take care of. "Blind Man. is called when you spot someone on course who is not wearing eye protection. then they will be removed from game and taken to game headquarters to get a loaner pair of goggles. BLIND MAN CEASE FIRE! Blind Man Cease Fire. then remove your headband. Some ingame explosives are unaffected by holds… See the COMBAT section for more details. and cease moving. You are in play once more. Cease Fire!" in a loud voice. if they ask.) You may talk.. you may return ingame at any non-restricted outside location within the camp. FIRE AT WILL!" Everyone . NPC's. and adjust their footing to maximize safety. or remove your character from risk. To go in-game. If no one does.
• When your gun is jammed. and you are unsure of the radius affected. LEGAL STRIKING AREA When you fight in the Wastelands LARP. Unless there is a safety issue. If an accidental hit strikes an opponent in an illegal area. • When you need to reload.. hands. • When a trap or area effect goes off. Estimate damage from other damage calls. and keep playing. These are illegal striking areas. neck. • When you want to switch weapons. and called legal striking areas. • When a non-participant enters the course. The accidental hit does not cause damage. Ask in real time. or groin. ESPECIALLY if they are an Officer of the Law. deal with it incharacter. or nonparticipants at risk of getting involved. or groin.. you may not attack your opponent's head. Do this in real time. • When you really want the grenade to catch your enemy in its blast radius… This is cheating. Do this in real time.. Jams are part of the game. neck. then apologize and aim your attacks to a more appropriate location. the Game . or is seen not to have any.. your character may resume ingame actions. Inappropriate Times to call a HOLD: • When you aren't sure what damage amount just hit you. • When someone is in danger of entering unsafe terrain. feet.. All other targets are fair game. or look it up. • When you don't remember how much damage your weapon or skill does. Don’t call a hold just to get the most out of your explosives. or any other armed individual. hands. look it up later. • When you can't remember your spell incantation. or have any other effect on the foe.in a HOLD who hears this phrase. • When a player or other participant is flagrantly violating the rules.. • When it would slow down the action.. try not to call a hold if your questions can be answered later. This does not make it legal to deliberately block incoming attacks with your head. should also shout "FIRE AT WILL!" Once you hear "FIRE AT WILL!". feet.. • When a participant loses their eye protection. Appropriate Times to call a HOLD: • When a player or other participant is visibly injured. If you do this and get caught. a Hunter. Tough luck.
inform them that this is a private war simulation game with potentially dangerous weapon replicas in use. then continue fighting. If you are not comfortable with doing so. or otherwise taken care of.. Speak politely to the nonparticipant. If you put a non-participant in danger.1 Fire at Will!" until the non-participant is gone. then this presents a danger to all players involved in the game. Do not call "3. and ask them what their business is within the boundaries of this private game. If they do not have any business on course. If it causes pain or risk (For example. If the illegal hit does not hurt too much or you are not inconvenienced by it. and quite likely future games as well. Call "Blind Man Cease Fire!" or "HOLD!" as appropriate. The Game Master will probably remove you from the game. RESPECT THE SITE Do not vandalize or damage property upon the play area. and no sharp motions should occur. or pushing you close to unsafe footing. CHILDREN No one under the age of 18 is allowed to participate in the Wastelands LARP. Litigation may or may not be pursued as an option. or keep them within their holsters. PETS No animals should be brought to the site of a Wastelands event. Any domestic animals on site should be removed prior to the beginning of the event. Do not discharge airsoft guns at windows. Be aware that an accidental illegal hit will happen to you from time to time. officer of the law. If they have business. you WILL be removed from the game. or cannot control where your weapon strikes. or at risk of getting involved. All hands should be kept in sight of the nonparticipant.. or just wanted to look around.2. depending upon the circumstances. In the event that a nonparticipant. either point them towards the Game Master. or other person not participating in the game comes within eyesight of any participant. then send someone to get the Game Master. or fragile items. breaking or removing your goggles. or send someone to get the Game Master.. Do not bring children to the site of a Wastelands event.Master will probably remove you from the game. Do not . If you make a habit of making "accidental" attacks to opponents' illegal striking areas. or other containers. such is the nature of conflict. screen doors.) then call HOLD. that participant should place any weapon representations on the ground. and for their own safety ask them to leave.. or cause them either emotional distress or injury. NON-PARTICIPANTS ON COURSE Combat may NOT be initiated or conducted when a non-participant is upon designated course boundaries. NEVER deliberately aim at an illegal target area.
dystopian atmosphere. But. and only use defenses that you legally have. To that end. Do not touch others without their consent. Take damage when you get hit. either go elsewhere. PLAY NICE If you absolutely cannot get along with someone on the course for out of game reasons. or other forms of discrimination to players. and will not be used to avoid in-game interaction. keep that contact brief and to socially acceptable areas of the body. We are trying to establish a frontier. not make players feel bad. This rule is only for resolution of out-ofgame conflict. He will take it up with the offending player. due to comfort . This is meant to be a dark game. or use information that YOU know. stay away from them.swing boffer weapons at windows. and loss of control. CONTENT Cheating causes heated tempers. except to use in-game skills such as First Aid. This is called the Gentleman’s Rule. Taunting someone with obscenities aimed at out-of-game discomfort is not. but Wastelands staff are attempting to create an accurate picture of a postapocalyptic world. All who can obey the rules and play nice are welcome. then inform the GM of this fact. Do not commit indecency at a Wastelands event. bigotry. When using skills that require physical contact. or ask them out-of-game to tone it down. misogyny. Its okay to make mistakes. and only smoke in designated smoking areas. Of necessity. It also ruins the fun of your fellow players. Inform the game master that you are doing so.. and it works much like a restraining order. and do not interact with them. COMFORT Wastelands is a game. and horrific events within it. or harm buildings. you should never harass. Pick up your trash.) RESPECT PROPRIETIES Remain clothed while in public view at a Wastelands event. there will be disturbing situations. and he will convey notice of this rule to the person you designate. Repeat offenders will be asked to leave. where heroes must do their best to survive. Please do not metagame. or make another player uncomfortable. or fragile items. Do not break glass. LANGUAGE Swearing is acceptable within the Wasteland LARP. but your character DOES NOT know. screen doors.. You only ruin the fun for yourself and others. (Usually around fire pits. If another player breaks this rule and disturbs your comfort level. or do anything that a Boy Scout camp would find objectionable. annoy. and bring a little light into the world. meant for mutual enjoyment of all involved parties. If you are offended and angry by someone’s words. PLAY FAIR don't cheat. You should not display racism.
and staff alike are expected to abide by this. They can also be dangerous. and they'll take care of you. melee weapons may have no strings or other cord-like items attached or tied around them. NOW. and misfire. or short cords attached to them. DO NOT POINT THEM OR USE THEM WHEN STRANGERS ARE AROUND We try to play in private campsites. Airsoft guns LOOK like real guns. or another person’s costuming. resume working at the worst possible time. Anything with even a remote possibility of getting tangled is forbidden. ever. Please be responsible. with the exception of the orange tip. There will be no in-game rape or sexual explicitness. yourself. too. Or you may see police coming in. to investigate reports of people with guns. In this case. and look very much like the real thing. and keep the following guidelines in mind. We may get people wandering through that are not involved with the game at all. Either get out of range of an attacker or switch to a different weapon type. players. If you hear “POLICE! DROP IT AND LIE DOWN!” then drop it and lie down. There will be no physical tying up. but treat them roughly and they'll cease working at the worst possible time. binding. AIRSOFT SAFETY Airsoft guns are replicas of firearms. to avoid damage to your friends. NEVER CALL “POLICE! DROP IT AND LIE DOWN!” DURING A GAME That’s cheating. We do not want you getting shot. MINIMUM RANGE You may not fire an airsoft phys rep at any target within five feet of you. and the airsoft guns as well. care should be used that the cords or straps do not tangle with an attacker’s weapon. This is an agreement for all participants. CORDS Melee weapons may never be tied to their user’s hands. Don’t flourish or brandish them when strangers are around. And we’ll kick your ass out for being a jerk. Guns have a limited exception. With rare exceptions. DO NOT AIM AT ILLEGAL TARGET AREAS . NPC’s. airsoft firearms jam. Or worse. in the hands of the irresponsible. or locking up.levels of both players and staff. there are some places we won’t go and some scenes that won’t occur at the Wasteland LARP. Never point them at anyone who is not playing the game. Take care of them. as these can cause accidental damage to people and property. break. TREAT THEM LIKE REAL WEAPONS Just like real guns. as they may have straps. but this is not always possible.
hole hanging cloth or plastic. but clothing mitigates that. dent wood or tile. If that fails. then shake or pound the gun gently. DO NOT LOOK DOWN THE BARREL DO NOT SHOOT THE WILDLIFE If your gun jams. DO NOT POINT THEM AT PEOPLE WHEN YOU ARE AT POINT BLANK RANGE Even if they are unloaded. and cause serious harm to anything softer. (5 feet. If that fails. IF YOUR GUN JAMS. Don't risk either of those! Don't look down the damn barrel while trying to work a jam loose. work the action. depending on the wear and tear of the airsoft gun. you should not point an airsoft gun at someone when they are inside minimum range. Talk to the game staff if a gun is jammed beyond repair. and may even give you a new one. then your best bet is to work the action again.) Don't point them. hands. or groins. . Do not fire airsoft guns at passing animals. (Flesh too. TAKE IT TO GAME HQ We'll take the gun back. even if your finger is WELL away from the trigger. then you're probably going to need to spend some out of combat time with a thin metal tool of some sort. Jams and misfires are part of the game.Don't point them at people's heads. but a serious malfunction is no fun for anyone. Ever. and try again. DO NOT FIRE THEM WHEN THERE IS SOMEONE NEARBY WITHOUT EYE PROTECTION Ricochets happen. or shoot them at any fragile inanimate object that you do not wish to break. necks. DO NOT POINT THEM AT SOMEONE WITHOUT EYE PROTECTION. trying to work the jam loose. if you can help it. even if they are not cocked. This will get you thrown out of the game on your ass. DO NOT POINT THEM AT ANYTHING FRAGILE Pellets from airsoft guns can chip or break glass.) Misfires and accidents happen! Don't point a gun at yourself. We may ask you to turn in the tag. That's just plain stupid. and try a second shot. DO NOT CARRY THEM COCKED FOR MORE THAN A MINUTE OR TWO. and may result in the police being notified. IF YOUR GUN REPEATEDLY JAMS OR MISFIRES. and misfires happen. either.
and is by no means required. that can damage hearing. The gun will be rendered useless. even if the gun is pointing nowhere near them. . This saves wear and tear on the spring. and can be damaged if compressed for too long. If you are using a melee weapon don't pound on a firearm with any real force. we may not have a replacement for it.We use mostly Spring-driven airsoft guns in the Wastelands LARP. and should be turned in to the Game Headquarters. You may fire those as fast as you wish. BE GENTLE WITH AMMO CLIPS If an ammunition clip breaks. and helps to prevent jams. for that matter. Do not fire an airsoft gun inches away from a person’s ear. Resist it. then you have the option to make a $10 donation to Game Headquarters. We understand that breakage happens. so you shouldn't aim them at a person's face to begin with. or other devices made to fire faster than a normal spring gun. DON'T FIRE TOO RAPIDLY When things get tough. to obtain a new gun. Do not keep an airsoft gun "cocked" for later use. Give a second. OR ANYTHING ELSE ATTACHED TO A GUN IN ANOTHER PERSON'S FACE Don't shine them in your own face. Only cock it a minute or two before you intend to use it. most of the accessorized guns have the laser pointers and lights set up to shine where a person is aiming. DO NOT SHINE LASER SIGHTS. and increases risk of hitting illegal target areas. for scenario purposes. the temptation to cock and fire as fast as you can is overwhelming. That can damage the eyes. but you should not be repeatedly breaking airsoft guns. DO NOT FIRE AN AIRSOFT GUN NEAR A PERSON’S EAR Some airsoft guns have a loud report. Spring-driven airsoft guns use a large spring to generate their motive force. misfires. TRY NOT TO DAMAGE THE GUNS Don't drop them if you can help it. do your best to return it to the Game Headquarters in fairly good condition at the end of the game. This is strictly a voluntary donation. LIGHTS. Only use laser sights when given explicit permission to do so. If you feel responsible for the damaged gun. minimum. This spring wears like any other metal spring. between each shot. The only exception to this are automatic or semi-automatic weapons. And if you borrow an airsoft gun. and breakage. Firing too fast puts stress on the main spring. and the puff of air given off by an airsoft gun can put pressure on eardrums at close range. Also.
then you must let the people running the game know that your character is retiring. Normally. You must figure out a back-story. If you are a magician. which will be influenced by your choice of race. Once that is done. you may only play one character at a time. BACK-STORY This first part is simple for some. choose a race. and skills. Or perhaps you had no choice in coming here. and you cannot leave… In a default Wastelands game. He can provide advice or suggestions if you are stuck. 1. who was raised in a frontier settlement? How did he come to be an adventurer. check with him to see if there is common information about that part of the Wastes. You may be portraying a professional or experienced survivor.CREATING YOUR CHARACTER You are an adventurer. or a magician that could give Merlin a run for his money. (If you do that. or you choose to retire them permanently. you have one additional step. but time-consuming and worrisome for others. Basically. This is optional… If you do not wish to have your back-story influence the game. and you must choose skills. and how he came to be the way he is now. Is he a sheltered Enclave dweller. Be sure to save some Karma points from your skill choices. who got kicked out by the corporation during a recent round of layoffs? Is she a tough-as-nails survivor. in order to do this. the polite term used by the residents of the Wasteland for people who have traveled here from somewhere else. or have questions about the setting and the world. If you want to be from a specific area in the game. you should sit down and think over who your character is. which may or may not be private. you may wait to think up your back-story until after you have worked out the other elements of your character. or a super-genius that has created the cure for cancer. class. and what has he seen along the way? While creating your back-story. but you won’t be playing the sort of person who can single-handedly take down armies. or anything like that. If you wish. you do not have to send it in. You will make your own legend during game play. After you’ve got an idea of your back-story. This can vary by location and management… Local policy may vary. It is enough for us that you play your character however you wish to play. bear in mind that your character will not start the game with godly power and/or skill. you are only allowed to swap out your character for a new one if your old character dies. you must choose a class. . You must choose your spells. you may send it in to the Game Master if you wish. record your total body. You came here for your own reasons. and what you do there will be what matters. depending on game staff’s recordkeeping capacity.) There are five specific steps to creating your character’s sheet.
This was called “The Changeling Effect”. RACE In this new world. Leshy. Babies were born in different shapes than the usual human one. and Trolls. Advantages and Disadvantages: • A SLIGHT EDGE: Humans begin play with +2 karma. When the ambient magic levels of the world rose high enough. something as petty as skin color really doesn’t matter so much. All male dwarves have beards of some sort. or as crafty as gnomes. In some more extreme cases. which they may save or spend during creation. In this case. quite a few adult individuals had spontaneous transformations. HUMANS Despite all the magic present in the world today. but the six above (seven if you count humans. dwarves are born tough. and with a tendency towards excess facial hair. but they are adaptable in ways no other race can match. becoming stranger over the course of a few fever-wracked days. DWARVES Squat and sturdy. Gnomes. dormant strands of human DNA started activating. as magical as elves. but not unheard of.) are the most commonly known races in society today.2. and can be found in all walks of life. the majority of the world’s population is still human. Orcs. though there are always exceptions. as sturdy as dwarves. When the guy next to you at the bar might have horns on his forehead or leaves for hair. Humans may not be as tough as trolls. Elves. and it produced the metatypes known today as Dwarves. Humans come in all shapes and sizes. Most gravitate towards careers involving machines or computers. old hatreds and ethnic dividing lines have ceased to matter. Race refers to the metatype of your character. Other people changed or were born in different ways. GAME INFORMATION FOR HUMANS: Humans require no special costuming or makeup. Dwarven magicians are rare. Dwarves are famous for common sense and general gruffness. .
but this is optional. Advantages and Disadvantages: • DELICATE: Elves have a -1 penalty to their starting body at character creation. and the skill cost is 4 points. such as false rubber tips or other types of coverings that give the appearance of points. and otherworldly ways. They must still purchase the Armorer skill as usual. as well as any other unknown “Magic”-type GAME INFORMATION FOR DWARVES: Male dwarven characters must have a visible beard of some sort. if they wish to fully utilize this advantage. regardless of career. The skill cap for . as well as any other unknown “Magic”-type skills. Many elves go into magic-based careers. Identifiable by their pointed ears.Resist Magic is 5. • MAGICALLY GROUNDED: Dwarves gain the “Resist Magic” skill as a racial skill. Material Magic. or fake. GAME INFORMATION FOR ELVES: Elves must have pointed ears. Advantages and Disadvantages: • STURDY: Dwarves gain +1 to their starting body at character creation. and Mental Magic skills. • MAGICALLY GIFTED: Elven Magicians pay one point less to learn the skills Elemental Magic. They may have both braids and beard if they wish. • FULL COVERAGE: Dwarves have their Skill Cap for the Armorer Skill raised to 5. they are the most integrated metatype into modern society. ELVES Tall and graceful. or indulge a love for nature in all its glory. Female dwarven characters must have either braids or a beard of some sort. Though it has never been tested. Material Magic. and Mental Magic. elves are possessed of nearly-flawless features. whether real. • STUBBY LEGS: Dwarves add +2 to the Skill Cost of the Dodge Skill. • WEAK MAGIC: Dwarven Magicians add +1 to the Skill Cost of the Elemental Magic. elves are rumored to be able to live for centuries. makeup.
Combine this with a near-photographic memory for details and formulae. or pure LESHY Earthy and wood-wise. Electronics. GAME INFORMATION FOR GNOMES: Gnomes must have hair of a color not normally found (or uncommon) in the human species. They can be identified by their odd hair colors. and have delicate fingers with an extra joint from the normal human bone structure. They may cast this spell using physical drain in a manner similar to magicians. Blue. The Skill cap for Elven Dodge is 4. such as Green. Elves who are not magicians may select one first level elemental or mental spell at character creation. and the Skill Cost is 3 points. Enchanting. • THAT’S EASY!: Gnomes pay one point less to learn the following skills. . • I CAN FIX IT!: Gnomes gain the “Gnomish Repair” skill as a racial skill. Chemistry. GNOMES Short and thin. gnomes are often mistaken for children. White.skills. • NIMBLE: Elves gain the “Elven Dodge” skill as a racial skill. Advantages and Disadvantages: • SCRAWNY: Gnomes have a -2 penalty to their starting body at character creation. Leshy are said to be descended from forest spirits. Gnomes must also speak in a high voice when possible. and you’ve got the makings of a master craftsman. Engineering. highpitched voices. and the Skill Cost is 6 points. Bright Red. and Medical. The Skill cap for Gnomish Repair is 1. Gnomes have a knack for machinery and putting things together. and curious nature.
and old age by 35. as leaves grow from their hair. they know this spell regardless. in a manner identical to magicians. OR a makeup pattern of leaves on their face. • NATURE’S FAVOR: Leshy who choose the “Magician” class gain the Heal spell for free. by bigots. Advantages and Disadvantages: • BRITTLE: Leshy have a -1 penalty to their starting body at character creation. Many orcs let this drive them to violence and revenge. and toothy. but others find in themselves the urge to rise above it. Some are raised in civilization. can be heroes… GAME INFORMATION FOR ORCS: Orcs must have false teeth representing tusks. racist organizations. Orcs may also have green . and the Skill Cost is 1 point. and those who fear them. and some have bark-like skin or other plant-related features. Leshy may have makeup on their face representing bark-like skin. orcs are born muscular and tough. Most have terrible tempers. The Skill cap for Leshy Tracking is 5. • FLAMMABLE: Leshy take double damage from fire effects. ORCS Big. and prove that they too. • TREEBOND: Leshy gain the “Treebond” skill as a racial skill. and lack patience. reaching maturity by 15. They are short-lived. The Skill cap for Treebond is 3. No one quite knows why.such as dryads or other plant-related things. but others escape and find their way into the wilderness. but this is optional. green. GAME INFORMATION FOR LESHY: Leshy must have some kind of leaves attached to their hair or head. but the majority of Leshy born are female. Leshy are easily recognizable. Leshy who are not magicians may cast the heal spell using physical drain. They flourish anywhere they can find trees. They do not need to know any Material magic at all. This may or may not have something to do with the fact that orcs are discriminated against in most modern societies. • WOODSRUNNERS: Leshy gain the “Leshy Tracking” skill as a racial skill. and the Skill Cost is 5 points.
some of them even reaching the ripe old age of 50. Advantages and Disadvantages: • OBSCENELY TOUGH: Trolls gain +6 to their starting body at character creation. The skill cap for Berserk is 2. All orcs must speak in a rough voice. They live a little longer than orcs. They may have green. gray. and Medical.makeup on their exposed skin if they wish. . • POOR: Trolls add +3 to the Skill cost of the Funding skill. a troll is a comforting friend to have at your back. • BONY HIDE: Trolls gain the “Dermal Armor” skill as a racial skill. • DISLIKED: Orcs add +2 to the Skill cost of the Funding skill. • WAAAAGH!: Orcs gain the “Berserk” skill as a racial skill. Chemistry. Trolls may have false teeth representing tusks. Enchanting. Electronics. • BIG TARGET: Trolls cannot buy the Dodge skill. All trolls must speak in a rough voice. Still. GAME INFORMATION FOR TROLLS: Trolls must have horns of some sort upon their head. they only pay half cost to purchase the Sure Grip skill. but if you get one going then watch out. when things get violent. • OVERSIZED HANDS: Trolls add +1 to the skill costs for the following skills. but this is optional. Trolls may have makeup or prosthetics representing bony patches on their skin. and usually forced to seek out work where their massive muscles and heavy bodies are an asset. hulking and musclebound. and the skill cost is 4 points. and the skill cost is 10 points. TROLLS Huge. but this is optional. Advantages and Disadvantages: • TOUGH: Orcs gain +3 to their starting body at character creation. or brown makeup on their face or other exposed skin. On the plus side. Engineering. trolls are just plain tough. They are very much discriminated against in modern society. The skill cap for Dermal Armor is 2. The fact that a lot of them seem slower mentally doesn’t help with their stereotypical image. but this is optional as well. but this is optional. On the whole they’re a little less easy to anger than orcs.
Each class pays a different amount of karma points for certain common skills. they have gained the capability to focus their magic internally. then you will spend a lot of time finding ways to close with gun-wielding opponents before they can shoot you down. They also get access to many unique skills. and don’t mind running and using cover to get to gun-wielding foes then this is the class for you. and see which one appeals to you. Truly. Adepts start with 6 Body. each of which covers a broad range of occupations… The best way to decide which class best suits your character. Adepts are usually some of the best people around at melee combat. or cause fear in those unlucky enough to oppose them. and then select your character’s class. CONS: If you focus too heavily on hand-to-hand skills. There are examples of each class in the Archetypes section later in this rulebook. If you don’t play a member of a given class. is to read each of them over. They are very effective against creatures without firearms. you must accept this and deal with it for the rest of your career. adepts cannot use cyberware. Also. There are five classes. There’s also nothing stopping an adept from learning to use a gun. and have decent starting body. and each class has skills unique to it. But . CLASS Once you decide which race you wish to play. and is sometimes fatal. Ranged attacks are your bane. and have a few tricks that let them dodge bullets. Adepts also start with one of the highest costs for the Funding skill in the game. A character’s class can be thought of as his type of job. then you cannot buy any unique skills from that class. It interrupts the flow of magic within their body. enhancing their physical abilities to levels normal people can only dream of. PROS: Adepts get the cheapest closecombat skills. break an enemy’s limbs. Mobility and melee skill are the key 3. adepts have the best of both worlds when it comes to fighting.instead of learning spells and dealing with spirits. most of which have combat applications. RECOMMENDATION: If you enjoy close-combat. ADEPT Adepts are people who have been blessed with the gift of magic. and some of them become deadly shots. and it alone.
or if you have a talent for sneaking. They pay a big price for their offensive and defensive skills. . RECOMMENDATION: Play an agent if you enjoy finishing foes off in a single. as supplies. They have skills which can take down most opponents in a single shot. They also get access to a few useful defenses. and they start with very little of it. PROS: Agents have the cheapest skill cost for demolitions. deadly types. PROS: Fixers have THE cheapest cost for the Funding skill. and following the money. and charismatic individuals who usually deal in money more than they do bullets. and can learn how to make and disarm traps. Agents start with 5 body. or rely upon allies to distract your foes. FIXER Fixers are middlemen. this is the class to play. or have been trained to do terrible things to people who don’t know that they’re coming. Getting the first strike in a fight lets them get the last strike in a fight. and can't wear big armor. as their skill costs can suit a number of play styles. They can also be doctors. Being able to get close to a foe without alerting them is the main knack you’ll want to develop. Playing an effective agent sometimes means that you have to be personally good at stealth. for an agreeable price. They are unbeatable at specialties like acquiring items. or close up. Not only that. the best defense a fixer tends to have is funding and equipping friends who are better fighters. when you have time to prepare an ambush ground. AGENT Agents are stealthy. They have a talent for sneaking. and have low body to start. and they have an assortment of skills that let them handle things like tracking.strengths you need to take advantage of an adept’s skill set. Many fixers have connections outside of the Wasteland that they can use to benefit their friends and customers. You can turn the tide of a fight. Many others develop them as they go. but you have to know the right moment to strike. if you want to take full advantage of an agent’s tricks. They are also excellent at all of the medical skills. Yet agents are usually pretty fragile when it comes to a stand-up fight… The strength of an agent comes from getting the first shot in. healing. or simply working with other people. but they have no skill cap for it! If you want a guarantee that your character will be wealthy. Health is expensive. Really. Fixers start with 4 body. merchants. skillful shot or strike. or you won’t last long. finding ways to network and spread their influence. or anyone who doesn't care so much about fighting. CONS: Fixers are not built for combat. businessmen. and traps. Agents can be equally good at acting at range. This can be invaluable. and are fairly well-rounded otherwise. CONS: Agents pay a pretty high price for the Health Skill. gaining connections.
developing it into the ability to cast spells. They can be insanely powerful. SOLDIER Soldiers need little explanation.RECOMMENDATION: Play a fixer if you want to be guaranteed easy wealth. the bigger the drain on yourself. between focus and spell variety. PROS: Magicians are great short-tomid-range combatants. and the ability to think on the fly to keep track of your focus points and the drain of all your spells. If you want to be skilled at offense. but all in all. Also. MAGICIAN Magicians are those born with innate magic talent. and their spells will be the most effective weapons against certain types of foes. CONS: Guns have greater range and speed than spells. during the course of the game. Fixers are great support characters. the flavor and style of a magician’s magic is the choice of the individual mage. and those who have natural talent for it. You can branch out into other skills. but also limited. It interrupts the flow of magic within their bodies. but it will eat into your magic capability. Over time. this is the class for you. who manage to train and channel it. or use your spells carefully. those who have learned to channel their abilities from another. Lots of tough choices are involved in being a magician. They are military professionals or untrained but tough warriors that make a living by . You'll also need a fairly good memory. in extreme cases. Also.. Magicians can also discover secret spells and abilities. and enjoy the social aspect of the game more than fighting. and almost all of them can be worn down with enough spells. Fixers also pay the least cost for the medical skills. they can develop incredible abilities that no other class can match. Also. and possess useful defensive and specialized spells. and being able to do impressive things that no one else can do. There are only a few defenses against magic. Magicians come in two varieties. Magicians start with 5 body. There are only a few times that you'll want to cut loose and dump everything you have into a foe. so if you want to heal and don't want to mess around with magic. and taught themselves. If you want a lot of spells you'll have to spend a fair amount to learn them. The two types tend to use different trappings. the bigger the spell you use. You'll find that you need to either put a fair amount of points in the Focus skill. your defensive spells are effective against just about any type of damage or effect that you'll run into out in the Wasteland. There’s also a choice to make. and can even kill them. so if you like healing the wounded and having people owe you favors then this class is the most suited for you.. you'll need to develop a good throwing arm and accuracy with the packets used to represent magical spells. Using magic is hard on the mind and body alike. RECOMMENDATION: Play a magician if you like the idea of playing a magic character. magicians can never use cyberware. plain and simple.
It's hard for a soldier to develop any specialties that don't revolve around hurting a foe. RECOMMENDATION: Play a soldier if you don't want to get overly complicated. and learns to take cover and utilize the terrain to his advantage. Also. plain and simple. so they are often dependent on other people with money.. Special Forces types are better represented as Agents. Some skills can be bought multiple times. Note: you don’t have to play the soldier class. Funding is expensive for them. A Skill Cap with a rating of "__" . and description of each spell. they have the best odds of living to see another day. But if you want to be a straight up infantry-type. so take good care of it. or avoiding serious injury. Though they might not always win. Karma points are also used to purchase spells. Don't get cocky if a foe closes to melee range. depending upon your class. Armor's good too. Soldiers start with 8 body. You purchase skills with Karma Points. Without soldiers. 4. Medics. this land would be a hell of a lot more dangerous. but so is ammo. for the cost. then you may purchase that skill as many times as you wish. for when your main weapon’s jammed or out of ammo. so there are some tough choices to make. CONS: Soldiers depend on their gear. Their skills are useful for keeping both them and their equipment functioning. and after each game. so Magicians and Adepts can have an equal claim on military service. The Skill Cap tells you how many times you can purchase the skill. Skills that can be bought more than once have a Skill Cap. Carry a sidearm. You live and die by your gear. Teamwork doesn't hurt either. Think of them as a way to measure your character’s experience. the Soldier class is best. and don't always have the best equipment on hand for the job. you gain more Karma Points.fighting. Quartermasters. SKILLS Now it is time to choose your skills. and Officers work better as Fixers. no matter how tough the opposition. A good soldier usually learns to be a good shot with a variety of weapons. You may only purchase spells if you are a magician. They are also fairly bad at medical skills. Get or rent a good weapon as soon as possible. borrow money if you have to. your race may allow you to buy skills that those of other races cannot. If a Skill Cap has a rating of "Unlimited". PROS: Probably the easiest class to play. Each skill costs a different amount of points. but nothing overwhelming. and also the cheapest cost for the armorer and health skills. or whatever they can scavenge. And if there's one thing for certain in the Wasteland. it's that fighting is unavoidable at times. They are strong. soldiers have the cheapest cost for ranged weapon skills.. and almost all militaries recruit magical people now. to be a character with military experience. See the Magic chapter. requirements. You get a small price break on some useful close-combat skills. Every new character starts out with 40 Karma Points (42 for humans).
You are free to buy any skills that you wish. So if a soldier wanted to buy Medicine once. . He could pay 8 more points for a total of 16. to buy it twice. They also have a Skill Cap of 2 for that skill. but he could not purchase it a third time. Example: Soldiers have a Skill Cost of 8 for the Medicine Skill. he would pay 8 points.means that the skill may only be purchased once. that are available to your race or class. or any more times beyond two. Explanations of each skill are in the Skills chapter.
RACIAL SKILLS Berserk Dermal Armor Elven Dodge Gnomish Repair Leshy Tracking Resist Magic Treebond ADEPT SKILLS Acquire Adrenaline Rush Appraise Archery Armorer Beatdown Block Body Control Bullet dodge Chemistry Chi Mastery Connections Crippling Strike Demolitions Dirty Fighting Disarm Dodge Electronics Engineering First Aid Flicker Follow the Money Funding Garrote Headshot Healer's Hands Health Heavy Weapons Injections Kneecapper Killing Hands Knockout Skill cost 4 10 3 6 1 4 5 Skill Cost 25 20 10 6 6 3 2 10 6 4 30 15 5 12 5 2 3 4 4 4 10 10 6 10 25 10 4 45 8 10 5 14 Skill Cap 2 2 4 1 5 5 3 Skill Cap 2 ---2 Unlimited Unlimited Unlimited Unlimited 10 -3 Unlimited -Unlimited Unlimited Unlimited 10 10 -Unlimited 3 2 -Unlimited 2 Unlimited -3 Unlimited --- .
Longarms Martial Arts Master Craftsman Medical Motivation Muscle Control Pistols Point Blank Shot Repair Researcher Surgery Sure Grip Takedown The Stare Tough as Nails Tracking Traps Vital Shot Walk it off AGENT SKILLS Acquire Adrenaline Rush Appraise Archery Armorer Beatdown Block Chemistry Connections Crippling Strike Demolitions Dirty Fighting Disarm Dodge Electronics Engineering First Aid Follow the Money Funding Garrote Headshot Healer's Hands 10 4 5 4 6 6 times the next level of this skill 5 5 15 5 25 4 14 5 1 4 15 6 6 Skill Cost 15 40 7 8 6 4 3 4 10 8 7 8 4 4 4 4 6 8 3 5 12 7 --10 10 -Unlimited -Unlimited -10 --Unlimited Unlimited Unlimited 8 -Unlimited Unlimited Skill Cap 4 ---3 5 Unlimited 10 4 Unlimited -Unlimited Unlimited Unlimited 10 10 -4 6 -Unlimited 3 .
Health Heavy Weapons Injections Kneecapper Knockout Longarms Martial Arts Master Craftsman Medical Motivation Pistols Point Blank Shot Repair Researcher Sure Grip Surgery Takedown Thermoptic Camo Tough as Nails Tracking Traps Vital Shot Walk it off FIXER SKILLS Acquire Adrenaline Rush Appraise Archery Armorer Beatdown Block Chemistry Connections Crippling Strike Demolitions Dirty Fighting Disarm Dodge Electronics Engineering First Aid Follow the Money 5 28 6 6 8 7 6 5 4 6 3 3 12 5 4 25 16 30 1 2 5 3 18 Skill Cost 10 50 4 12 6 5 5 4 6 15 15 15 8 6 4 4 5 4 Unlimited -5 Unlimited ---10 10 --Unlimited -10 --Unlimited -Unlimited Unlimited -Unlimited Unlimited Skill Cap 6 ---2 2 Unlimited 10 5 Unlimited -Unlimited Unlimited Unlimited 10 10 -5 .
Funding Garrote Headshot Healer's Hands Health Heavy Weapons Injections Kneecapper Knockout Longarms Martial Arts Master Craftsman Medical Motivation Pistols Point Blank Shot Repair Researcher Rigger Surgery Sure Grip Takedown Tough as Nails Tracking Traps Vital Shot Walk it off MAGICIAN SKILLS Acquire Adrenaline Rush Appraise Archery Armorer Astral Wave Avatar Beatdown Block Chemistry Connections Crippling Strike Dirty Fighting Demolitions 2 15 35 5 6 32 4 12 18 10 10 4 4 2 5 6 6 4 30 15 6 25 1 5 10 7 20 Skill Cost 25 40 8 10 8 25 30 6 5 4 12 15 15 15 Unlimited -Unlimited 6 Unlimited -5 Unlimited ---10 10 --Unlimited -10 ---Unlimited Unlimited 3 -Unlimited Unlimited Skill Cap 2 ---1 --3 Unlimited 10 3 Unlimited Unlimited -- .
Disarm Dodge Electronics Elemental Magic Enchanting Engineering First Aid Focus Follow the Money Funding Garrote Headshot Healer's Hands Health Heavy Weapons Injections Kneecapper Knockout Longarms Martial Arts Master Craftsman Material Magic Medical Mental Magic Motivation Pistols Point Blank Shot Repair Researcher Surgery Sure Grip Takedown Tough as Nails Tracking Traps Vital Shot Walk it off Warding SOLDIER SKILLS Acquire Adrenaline Rush Appraise 6 6 4 5 4 4 5 1 10 6 15 35 8 5 40 6 12 20 15 8 5 5 4 5 5 10 6 20 5 28 6 28 1 5 15 7 20 10 Skill Cost 20 25 10 Unlimited Unlimited 10 5 10 10 -Unlimited 3 3 -Unlimited 3 Unlimited -3 Unlimited ---10 5 10 5 --Unlimited -10 --Unlimited Unlimited 4 -Unlimited Unlimited -Skill Cap 3 --- .
Archery Armorer Beatdown Block Chemistry Connections Crippling Strike Demolitions Dirty Fighting Disarm Dodge Electronics Engineering EXO Armor First Aid Follow the Money Funding Garrote Headshot Healer's Hands Health Heavy Weapons Injections Kneecapper Knockout Longarms Martial Arts Master Craftsman Medical Motivation Pistols Point Blank Shot Repair Researcher Surgery Sure Grip Takedown Tough as Nails Tracking Traps Vital Shot Walk it off 8 5 4 3 4 15 10 9 10 6 8 4 4 30 8 10 5 10 15 10 2 15 8 8 20 4 6 6 4 6 2 4 10 6 35 2 20 1 4 15 5 8 -5 8 Unlimited 10 3 Unlimited -Unlimited Unlimited Unlimited 10 10 --3 4 -Unlimited 1 Unlimited -2 Unlimited ---10 10 --Unlimited -10 --Unlimited Unlimited 6 -Unlimited Unlimited .
Read the one that you want to play carefully. Dodge x3. Bullet Dodge x2. Avoid gunfire at all costs and use cover when you need to go defensive. remember that your beatdown skill also works with your backup weapon. Beatdown x6.QUICK START ARCHETYPES The sample characters below are placed here as examples of the various types of characters you can create using the Wastelands rules. for various reasons. These are by no means ALL of the different character types available. use Berserk and show them not to mess with you. but your arrows HURT. You can have two "Trust Fund Babies". Beatdown x3. Dodge x2. At the beginning of your career you run the risk of burning through all your abilities quickly. Berserk x2. If you wish to skip creating a character. Health x2 Advice: Grab a two-handed weapon and go swinging for the bleachers! If you start to take gunfire. Be careful once you start running out of steam and possibly use Flicker to retreat to safety. Some archetypes are more challenging than others. and save your best tricks for the toughest situations. Type: Berserker Race: Orc Class: Adept Armor: 10 Body: 13 Skills: Armorer x1. Type: Archer Race: Leshy Class: Adept Armor: 5 Body: 5 Skills: Archery. Pistols Advice: It takes a lot to bring you down and you have decent offense. Wield a revolver and a one-handed weapon so you can switch to either damage as needed. and they can be from two completely different Enclaves and situations.. . Also carry a knife or easily portable handweapon as backup. Have healers ready to patch you up after taking hits so you can protect your squad. Beatdown x9. Note that none of these archetypes are unique. Leshy Tracking x1 Advice: You may be using a bow. Pace yourself.. Stay at the midline and rain armor-piercing death. yet still wish to play.. If you get cornered.. Armorer x1. and look up the character's skills and spells before the game. Type: Bodyguard Race: Troll Class: Adept Armor: 10 Body: 12 Skills: Adrenaline Rush. then you can choose an archetype and go from there. Flicker x1 Advice: Use your multiple defensive abilities to go toe-to-toe with opponents while your allies dish out pain. ADEPTS Type: Acrobat Race: Human Class: Adept Armor: 5 Body: 6 Skills: Beatdown x3.
Injections x1. Spells: Weakness Advice: Ambush and disable foes while jumping from cover to cover. find good cover and plink away at the bad guys with your pistol while their attention is on your buddies. Try not to get involved in combat and tell your allies where NOT to step. Elven Dodge x2. Have cover nearby and possibly a perch for better accuracy. Type: Infiltrator Race: Elf Class: Agent Armor: 10 Body: 4 Skills: Armorer x1. so don't be afraid to track them offensively. Longarms. Retreat to bandage yourself up if needed or any allies caught in a firefight Type: Sniper Race: Leshy Class: Agent Armor: 5 Body: 4 Skills: Headshot x2. Type: Sweeper Race: Dwarf Class: Agent Armor: 15 Body: 6 Skills: Armorer x2. Tracking x2 Advice: Once the enemy starts to retreat.Type: Monk Race: Human Class: Adept Armor: 15 Body: 6 Skills: Armorer x1. Pistols. you shine and take them out with your utility. Pistols. Block x1. AGENTS Type: Assassin Race: Human Class: Agent Armor: 5 Body: 5 Skills: Knockout. Killing Hands. Disarm x1. 1 free point of karma. Demolitions. Point Blank Shot x1. Traps Advice: Boom. Be sure to keep your Armor and Muscle Control up at all times so you can stay on the front lines. Funding x1. Disarm x1. Engineering x2. Muscle Control x1 Advice: Your fists do your talking and can disable other combatants while punching through any armor they may have. Longarms. Beatdown x5. Vital Shot x1. If you have to fight. baby! Do some recon to find chokes and place some mines to get the jump. Vital Shot x9 Advice: Go behind enemy lines and deal quick death before going away. Martial Arts. FIXERS . Pistols. Use Knockout on one enemy then pump Vital Shots into anyone not aware. You can take some solid hits. Kneecapper x1. First Aid. Knockout. Block x2. Vital Shot x2 Advice: Stay at medium/long range and use your offensive abilities to take down tougher targets. Leshy Tracking x3. Type: Trapper Race: Gnome Class: Agent Armor: 5 Body: 3 Skills: Chemistryx6.
Follow the Money x2. Know your limits and meditate when things get tough.Type: Doctor Race: Gnome Class: Fixer Armor: 5 Body: 2 First Aid. MAGICIANS Type: Creator Race: Troll Class: Magician Armor: 10 Body: 11 Skills: Dermal Armor x1. Grease. Warding . Run away when things look hairy and contract yourself. Focus x11. Repair Spells: Flame Bolt Advice: Put your wealth to use by buying your own gear. Pistols Advice: You're the guy to call if combat arises and people start to drop. Go into combat when you know you can turn the tide and not become a stain on the floor. Funding x4. Longarms. Motivation. Pistols Advice: People always need something. Funding x6. Mystic Armor Advice: You're hard to stop and your spell variety lets you pull a lot of weight. Electronics x3. Surgery Advice: After the fighting is over. Type: Trust Fund Baby Race: Human Class: Fixer Armor: 5 Body: 4 Skills: Connections x1. since you don't have the skill to use any of them just yet. Type: Vigilante Race: Elf Class: Fixer Armor: 10 Body: 3 Skills: Armorer x1. Type: Field Medic Race: Dwarf Class: Fixer Armor: 10 Body: 5 Skills: Armorer x2. Your first priority before the violence starts should be making sure you've got plenty of bandages and medical supplies. Funding x13 Advice: You need a kiddy-pool for the dollars you rake in. Don't overestimate your toughness. Type: Enchanter Race: Gnome Class: Magician Armor: 5 Body: 3 Skills: Enchanting x3. recylcing old stuff. First Aid. Injections are less useful. Injections x2. but in a pinch you can use it to soak damage while getting to hurt allies. Focus x9. Hire your muscle and know what's what in the area. people always find a way to get hurt... Medical x2. Carry a melee weapon just for show and just in case someone doesn't like the smell of allins. Mental Magic x1. Medical x6. and possibly hiring a sidekick. Funding x1. A taser works wonders for that. Engineering x1. Appraise. Type: Smuggler Race: Gnome Class: Fixer Armor: 5 Body: 2 Skills: Acquire x1. Use your limited combat ability to stun things before running. expect your phone to ring off the hook. Elven Dodge x2. Material Magic x3 Spells: Heal. and you're the right guy.
SOLDIERS Type: Commando Race: Orc Class: Soldier Armor: 10 Body: 11 Skills: Armorer x1. Beatdown x3. Demolitions. Disable or blast foes and fall back to meditate as needed. Enchanting x1. Leshy Tracking x3. Longarms. but your utility is amazing. Mental Magic x2. Type: Wizard Race: Elf Class: Magician Armor: 5 Body: 4 Skills: Elven Dodge x1. Ward a safe-spot for yourself and fall back when things get freaky. Pistols. Spells: Weakness. Have a healer handy for after battles. Walk it Off x2 Advice: You take the brunt of it all. Type: Shaman Race: Leshy Class: Magician Armor: 5 Body: 4 Skills: Enchanting x2. Lightnig Bolt. Tough as Nails x1. Elemental Magic x2. Mend fallen allies and track things to validate yourself.Spells: Manabolt. Gnomish Repair. Weakness Advice: Keep it simple. Longarms. Mend Advice: You don't have offense. . Walk it Off x1 Advice: You can make all your own gear and recycle it as needed! Don't be afraid to make stuff for others to make some spare money. Berserk x2. Focus x21 Spells: Ice Bolt. Focus x12. Absorb damage while dealing it to be effective. Stun Bolt. Spells: Heal. Treebond if you're targeted by attacks and hit the ground otherwise. Chemistry x3. Throw around your focus to eliminate foes quickly before they hurt you. Material Magic x2. that's what you do. Treebond x1. Pistols. Type: Mercenary Race: Gnome Class: Soldier Armor: 15 Body: 6 Skills: Armorer x2. Earthbond Advice: You have endless possibilities to frustrate your foes or assist in damage dealing. Focus x11. Type: Sorceror Race: Human Class: Magician Armor: 5 Body: 5 Skills: Enchanting x2. Sure Grip. Don't stick to one spell and mix it up depending on the situation. Elemental Magic x2. PointBlank Shot x1 Advice: Blitzkrieg your opponents and show them cover means nothing! Keep your melee weapon handy when you rush in and throw a 'nade in beforehand if you need more kick. Health x2. Type: Grunt Race: Troll Class: Soldier Armor: 20 Body: 18 Skills: Armorer x3. Ignite Advice: Who needs variety when you have POWER?! Light up enemies and forget about them or nuke them. but take thumps as needed.
you can use it. Vital Shot x1 Spells: Manabolt Advice: You're more agile than others and can also deal good damage with some utility. . Pistols. You're not as tough as some. Health x1. Close the distance if you have to to recover an ally or trump someone with a gun. Advice: If it's made of metal. Carry a variety of weapons for all situations. Elven Dodge x3. Demolitions. 1 free point of karma. Health x4. Heavy Weapons. Longarms. Engineering x1. Longarms. Type: Warlord Race: Dwarf Class: Soldier Armor: 10 Body: 11 Skills: Armorer x1. Injections x1.Type: Sentry Race: Elf Class: Soldier Armor: 10 Body: 15 Skills: Armorer x1. but use the right weapon to make enemies back off.
Other stun effects still work as normal. GAME INFORMATION – The Adrenaline Rush skill makes the character totally immune to the Stun effect of bullets and explosions. they can trade their hard-earned Allins for weapons. A warrior who has learned to ride the adrenaline is a terrifying foe. you gain an additional benefit from this skill. and he will tell you if your level of the acquire skill will allow you to purchase the item. but he can never be stunned by firearms. and you have a tendency to ignore minor things like pain. By taking time to set up a meet and exchange with interested parties. Checking D80416 on his Appraisal sheet. the price of the item. he finds the number 400 next to it. including quite a few in the Enclaves outside of the Wasteland. useful items. and missing limbs. Anything you find ingame with a tag corresponding to one of these codes will have a price equal to the code. or after a game day has finished. If you pay that price at the beginning of the next game you attend. APPRAISE – An experienced merchant knows that almost everything has a price. although you may purchase multiple copies of that item if they are available and you have the Allins to cover it. If you have adrenaline rush. the Games Master will give you a sheet of paper. Note that prices in the Enclaves may be vastly different from those in the Wasteland. and he’s just found a glowing rock with a sticker on it. which has codes and prices on it. More importantly. fighting on until he’s wounded past the point of structural mobility. ADRENALINE RUSH – The thrill of combat gets your heart pumping. or whatever else they need. injuries. The rock’s worth 400 Allins to the right customer… The Games Master will also give you access to the master price sheet for the area of the Wasteland that your character . GAME INFORMATION – The Acquire skill is never actually used during a game. and if so. This skill may be purchased multiple times… Every level purchased expands the variety and range of items that you can acquire. It can be used prior to the beginning of a game day. To use acquire. or has found a bargain. then your spellcasting may never be interrupted by bullet or explosion damage. you will receive that item. GAME INFORMATION – If you have this skill. you tell the Game Master what you are trying to obtain. He can tell when he is being gouged. E-mail is a valid format for telling the Game Masters that you are using Acquire.COMPLETE SKILL LIST ACQUIRE – A good merchant has many contacts. he can tell how much worth an item has outside of the Wasteland. The sticker has the letters D80416. armor. If you are a magician. Acquire can only get one type of item at a time. Example: Mover Man has the Appraise skill.
A character can wear a suit of armor with a higher value than his armorer skill covers. they may use either the “Magic” or “Normal” damage type. but it is treated as armor of the highest active value that he can equip. Arrows don’t make much noise. skill with a bow and arrow can nonetheless be useful.is in. when an arrow is fired. the better you’ll be able to use heavy armor. He puts it on. The higher your armorer skill. This lets him wear up to 20 points of armor. but while it’s on him it is treated as if it were armor with a rating of 20. ARMORER – Modern armor is a wonderful thing. dealing magic damage. He finds some riot gear. adepts and magicians can charge their arrows with mana. only in times of great need. The maximum amount of active protection that a character can gain from armor is equal to 5 + (5 times his armorer skill). See the archery section of combat for more details. As such. please return it to the NPC headquarters. If you do not have the Appraise skill and find a loose sheet. Later in the game his suit gets shot up. You can not use the armorer skill to refit another character’s armor. Example: Crushbone is a soldier. he may only refit the armor to a point value equal to 5 times his armorer skill. ASTRAL WAVE – Once a magician has adapted to the flow of astral space within the Wasteland. So. It is one that is better taken after a . Still. there are creatures out there that only fear magic… GAME INFORMATION: This skill allows the use of all bows. only your own. Sometimes. at their discretion. their range increases. allowing the wearer to shrug off bullets without major injury… At least. moving in armor and best using it to protect yourself are tricks that can take awhile to master. Half of a user’s beatdown skill is added to a bow’s base damage. there is a huge cost to pay to achieve this… It is not something a magician should use often. a character who had bought armorer three times. If the user of the bow is an adept or magician. However. They are able to harness a spell to astral energy. GAME INFORMATION: This skill can be bought multiple times. this is not a good skill for a beginning magician. And furthermore. with a rating of 30. valuable in spots where a gunshot would echo off the hills. All damage called from arrows is “Normal. Both of these sheets are out-ofgame items and proprietary information… Do not show them to anyone else unless they have the Appraise skill. ARCHERY – A little practiced art except in the very poorest parts of the Wasteland. without messing around with materializing the spell energy. Also. would be able to get 20 points of protection out of a suit of armor. including crossbows. until it’s broken. and send it instantly to a target.” unless the character using the bow is an adept or magician. with an armorer skill of 3. and he goes looking for a replacement.
and role-playing requirements specified by the spirit formula. He shouts “Astral Wave! Spellcasting Stun!”. and cannot cross wards. The player then fulfills whatever makeup. he must find a way to bind them to the physical world. he gains the character sheet of a spirit type equal to that of his spirit formula. or be healed. and within earshot of you. he says “One I rift out. Normal spell defenses apply. When the rift is complete. he is out of game until he can remove the spirit-specific costuming and . The spell you are casting must have a range of “Target”. he’s hurting… AVATAR – Spirits are powerful magical beings. costuming. Example: Warp. If the spirit dies. Once complete. He is treated as a spirit. They must be within line of sight. precede the verbal incantation of the spell with the words “Astral Wave!”. The downside to using Astral Wave. three I rift out. A spirit avatar can be an invaluable ally. The Avatar skill is a way for a caster to assist a summoned spirit. This skill may only be purchased by magicians. then leaves his character sheet and whatever parts of his costume and makeup behind that he wishes. Example: Warp’s stunbolt spell cost him 12 points of drain. The character sheet represents his slumbering form. two I rift in. GAME INFORMATION: A magician must have a spirit formula and a variable amount of tagged items called “Ritual Supplies” to use the Avatar skill. decides that the enemy approaching him is too much of a threat. is that using it adds +10 drain to the cost of the spell. Your target is then treated as if he had been hit by a spell packet of that spell type. and points at the foe. when times are dire. he stands next to his sheet. The downside is that the controlling mage must lie comatose while the spirit is materialized and moving around. The foe has no magical defense.” While he is rifting. and needs to be taken down before he can bring a gun to bear. he is vulnerable to any attacks levied against him. so he is affected by the stunbolt. a magician-for-hire.. but limited.” Once that is complete. suffering a physical drain as per the spirit formula’s instructions. he spends five minutes meditating in a non-warded location with the formula in hand. GAME INFORMATION: To use this ability. and keels over. and point at your target.character has had some experience with the Wasteland. The player is considered out of game until he is ready to play the part of the spirit. In a sense. and says “One I rift in. if the target has any active. which also kills the character. two I rift out. he becomes a rider in the spirit’s mind. To activate this skill. then the spirit formula is broken and the mage returns to his body. and help it operate.. Anyone nearby can perform a coup de grace to kill the character sheet. If a magician wishes their assistance. Since he only has 9 points of focus and 6 points of body at the minute. When the player wishes to return to his character. within 30 feet. three I rift in.
) and are immune to all stun effects for one minute. be aware that the possibility exists you may not use it during the game. This damage applies to all melee and claw phys reps. this is not a good skill for a beginning character. (Also cancelling any that might currently be affecting you. You must have a boffer weapon of some sort in your hand in order to use the Block skill. If you purchase this at creation. though. You may use it once per day for each purchase. It represents muscle. you gain a temporary +2 to your Beatdown skill. you can harness it to accomplish some truly amazing things. Due to the fact that this skill requires a spirit formula to use. When swinging his Chinese sword (Base damage 2). and it’s hard to get a hit in on you when you don’t want to be hit. At the end of that minute. Your temper can be a blessing in disguise. BERSERK – People don’t like you when you get angry. he must go to NPC headquarters in order to find out where and if he is waking up in his body.) In addition. really really hard. once it’s done. you are probably going to be feeling some pain… GAME INFORMATION: The Berserk skill may be purchased multiple times. This skill may only be purchased by orcs. but not . By riding the wave of adrenaline and rage. yell “Activate Berserk”. rather than 2.return to his character sheet. GAME INFORMATION: The Block skill may be purchased multiple times. Example: Cutter Kain has purchased the Beatdown skill three times. GAME INFORMATION: The Beatdown skill adds +1 to all of your melee damage every time you purchase it. Of course. All of these conditions last for one minute. you lose 20 body (Down to a minimum of 0) and are stunned for one minute. and Takedown. BLOCK – You know how to parry. you just gotta hit something. Half of this damage applies to archery and thrown weapons. To go berserk. training. You immediately gain +20 body (which can increase your regular body above its maximum. Having the beatdown skill means that you can hit something. When struck by a melee attack. If the sheet has been moved to a location outside of his knowledge or killed in the meantime.” This negates the attack entirely. You may use it once per day for each purchase. This is one of the rare skills that can be activated while you’re dying. you may choose to say “Block. Disarm. Block can be used to negate Crippling Strike. or both. Even the average Joe can hit people with a weapon… The Beatdown skill lets you do it better than the average guy on the street. This skill may only be purchased by magicians BEATDOWN – Sometimes. he does five damage with each swing. You’re good with close-combat defense.
for VERY short periods of time. area explosions. then he can purchase a fourth bullet dodge. GAME INFORMATION: This skill may be purchased multiple times. at least until that minute runs out. bullets will again have their regular effect upon you. he can even dodge bullets… GAME INFORMATION: The Bullet Dodge skill may be purchased multiple times. an adept who has mastered control of his muscles can extend their supernatural toughness to his organs. Bullet dodge allows a character to dodge any one attack. thrown weapons. announce that you are activating Body Control. regular and refined bullets do minimal damage to you. He may purchase bullet dodge up to three times. This trick only works against bullets. including melee strikes. There are few situations that can’t be made entertaining by an armful of grenades… And on the less-explody side of things. HOWEVER. it is treated as having missed you. For the next minute. Astral Waved spells.. Given warning. BODY CONTROL – With concentration and experience. and bullets. The damage that they deal is easy to predict. this is right up your alley! Your knowledge of chemistry allows you to make all sorts of explosives and other useful devices. CHEMISTRY – If it fizzes.. this skill is limited… You may only purchase a number of Body Control skill levels equal to the amount of Muscle Control skill levels that you know. You may use it once per day for each purchase. HOWEVER. but not four times.. or explodes. To use this skill. A minute of total control is about all most young adepts can muster.Knockout or Garrote. before purchasing any Body Control skill levels. This skill may only be purchased by adepts. If he purchases dodge once more. most modern armor requires chemical knowledge to ..) Once the minute is over. This skill may only be purchased by adepts. protecting them somewhat. smokes. You may use it once per day for each purchase. archery packets. You must respond “Minimum” to regular bullet that strikes you. these are identifiable by their damage call. and not every adept walks down this path. and shield against. Example: Cutter Kain has purchased dodge three times. this skill is limited… You may only purchase a number of Bullet Dodges equal to the amount of Dodges that you know. (Special rounds are unaffected. You must also have already purchased the Adrenaline Rush skill. But those that do find that gunshots are a minor threat to them. melee attacks. When struck by such an attack. BULLET DODGE – Superior skill and augmented speed have made the character able to move VERY fast. you can choose to say “Bullet Dodge!” This negates the attack entirely. compared to gashes and blunt trauma. spells.
For convenience. and become fully the domain of his conscious mind. see the Crafts chapter. CHI MASTERY – Eventually. the target is knocked over. including those who happen to live outside the Wasteland. CRIPPLING STRIKE – The quick dislocation of a shoulder. GAME INFORMATION: This skill can be purchased multiple times. You may use it once per day for each purchase. If it is a leg. This one usually takes the wind out of a foe’s sails. and display a resilience that transcends his physical form. GAME INFORMATION: This skill may be purchased multiple times. and must hop or hobble . Be aware that the value returned from selling an item this way can be fairly low. For more details on crafting. GAME INFORMATION: This skill lets an adept refresh previously used physical skills. Every level of Chemistry purchased gives you four Effort points per day for chemistry. and say that you are selling it through your connections. the brutal popping of a knee. sometimes it’s the best way to move items that no one else will touch. Every hour of gameplay.make. GAME INFORMATION: This skill may be purchased a total of 10 times. Block Body Control Bullet Dodge Crippling Strike Disarm Dodge Flicker Takedown The Stare Walk it Off CONNECTIONS – A trader has many friends. only between games. right quick. strike at a foe’s arm or leg with a melee weapon and call “Crippling Strike!” If the attack connects. you may take an item to the NPC Headquarters. on the hour. the regainable skills are summarized in the following list. and access to recipes. The crafting components most commonly used to make chemical items are Liquids and Solids. unless you have multiple levels of connections. then the opponent loses the use of that arm or leg until fixed. They will either take the item and give you money. in order to create chemical items. he may choose one use of any expended “per-day” skills to regain. At the beginning or end of a game. or tell you that your connections are not interested in it. This skill is never actually used in-game. This allows him to push himself beyond the limit. To activate it. Each purchase adds to the percentage value gained when you sell an item to your fictional contacts. These friends are often only too happy to buy things that the character finds inside this ruined land… Although the price can be steep. these things are a symphony of violence to those who know just how to target an opponent’s joints. Effort points are turned in with crafting components. an adept reaches a point where his natural energy flows stop being governed by his subconscious.
that opponent is stunned for one minute. or throw grenades.. (Or acts as five points of armor by itself. If the strike connects. there are perks. If it is an arm. If the strike connects. Won't kill your foe. This skill may only be purchased by trolls. Each purchase gives you +5 points of armor that adds to your worn armor. DISARM – A quick fighter knows how to exploit his opponent’s lack of speed. and may not use that arm until it is repaired. To activate this skill. You may not disarm firearms. and you may refit it like any other armor. Without it. and remove his weapon with a flick of your wrist. anyway. It is also necessary if you wish to create explosives or traps with grenades. Without it. Though these can be fairly uncommon in the Wasteland. For a little while. Having skin that can shrug off small-caliber rounds is one of them. You may use it once per day for each purchase. These are the things that end a fight QUICKLY. Simply strike a firearm wielder's arm with a normal attack to disable their use of that gun. GAME INFORMATION: This skill may be purchased multiple times. You may use it once per day for each purchase. DERMAL ARMOR – It’s not easy being a troll. then the opponent must drop it and refrain from picking it up for at least ten seconds. pick up. a kick to the groin. Not every troll has bone deposits strong enough to take gunfire. baby! You know how to best use bombs and grenades.until it is repaired. You can capitalize on holes in your foe’s defense. pick up or move grenades. or attempt to salvage explosive traps or bombs. To activate this skill. and throw active grenades and other thrown explosives. but you’re one of the lucky ones. say “Disarm!” while striking an opponent’s melee weapon or shield. DODGE – You are especially good at getting out of the way! Even spells have . move. Anyone with surgery can spend five uninterrupted minutes and five medical supplies working on a target to restore all crippled limbs to full functionality. WILL make them wish they were dead.. DIRTY FIGHTING – A bit of sand to the eyes. GAME INFORMATION: This skill is necessary to arm grenades. armed grenades explode in your hands the second you try moving them from the spot that they're occupying. as per normal combat rules. they’re still effective as hell when you can find them. a punch that breaks a nose. GAME INFORMATION: This skill may be purchased multiple times.) This armor is not reduced by breaches. Fortunately. you cannot activate grenade fuses. GAME INFORMATION: This skill may be purchased multiple times. then the target drops anything he is holding with that arm. say “Stun One Minute!” while striking an opponent's legal target area. DEMOLITIONS – Boom.
and other useful little toys. you can choose to say “Dodge!” This negates the attack entirely. This skill may only be purchased by magicians. It does not work against bullets. you may even be able to craft valuable cyberware… The more you have of this skill. Effort points are turned in with crafting components. in that case. This is a relatively new art. You may learn elemental spells of a level equal or less than your skill in elemental magic. or somehow learned to invest your magic in inanimate objects. GAME INFORMATION: This skill may be purchased a total of 10 times. ELECTRONICS – You know the ins and outs of circuitry. or spells sent via Astral Wave. and Water are yours to command. And once you’ve become a master electrician. area effect. smart elves know how best to get their fragile forms out of danger. ELVEN DODGE – Quick and lithe. as long as you have the proper materials on hand. ENCHANTING -. You can create Grimoires and Talismans. For more details on crafting. ELEMENTAL MAGIC – You are skilled at working with the magic of the elements… Air. area explosions. it is treated as having missed you. you can choose to say “Dodge!” This negates the attack entirely. GAME INFORMATION: This skill may be purchased multiple times. It adds to existing levels of the dodge skill. Every level of Electronics purchased gives you four Effort points for electronics per day. It does not work against bullets or spells sent via Astral Wave. and access to recipes. When struck by a melee attack or packet. Energy is energy.trouble touching you when you don’t want to be touched. it is treated as having missed you. but the works of its practitioners are in high demand among the magicians of the Wasteland. see the Crafts chapter. in order to create electronic devices. When struck by a melee attack. You may use it once per day for each purchase. . Fire. the better you are at making electronics. You may use it once per day for each purchase. and other more esoteric things. Earth. or packet. electronic devices. and you are capable of serious manipulation when you put your mind to it. GAME INFORMATION: This is the skill required to learn elemental spells. You can create devices that do all sorts of things. The crafting components most commonly used to make electronic devices are Circuits and Wiring.You have studied magical theory. Adepts should note that Elven Dodge counts as the Dodge skill for purposes of learning the Bullet Dodge skill. This skill may only be purchased by elves. GAME INFORMATION: This skill may be purchased multiple times.
or make crafting items to sell to other trades. Effort points are turned in with crafting components. and access to recipes. and access to recipes. wood… You know how to combine any and all of these things. This skill may only be purchased by soldiers. Unskilled characters gain no benefit from EXO armor. Effort points are turned in with crafting components. They’re kind of hard to come by… GAME INFORMATION: This skill allows the character to wear and move in EXO armor. Individual suits may have individual powers… Refer to the card and/or NPC Headquarters for clarification. Whether you prefer to make high-end firearms. For more details on crafting. An attempt to make a man-portable short-range exoskeleton. The crafting components most commonly used to make engineering devices are Gearing and Structural. This assumes that you can find a suit. and can do a fine job of bandaging a badly wounded person. see the Crafts chapter. The project showed initial success. Every level of Engineering purchased gives you four Effort points for engineering per day. The Armorer skill does not limit the amount of EXO armor a character can use. it is not recommended for beginning characters. and other items designed for rough usage. armor. Keeping them from dying? Now that’s hard. If you know how to use EXO armor. in order to create magical items. in order to make weapons. For more details on crafting. EXO armor may be worn at maximum value so long as a character has the EXO armor skill. Every level of Enchanting purchased gives you four Effort points per day for enchanting. Also. it can only be repaired. The crafting components most commonly used to make enchanted items are Focus and Force. in order to create engineering devices. Due to the fact that this skill requires a rare item to use. of course. You have been trained in basic techniques to keep your friends alive. see the Crafts chapter. it was initiated by unknown corporations. and tested in the worst areas of the Wasteland. depending upon its operational duration.GAME INFORMATION: This skill may be purchased a total of 10 times. EXO ARMOR – The Forward Assault Suit Agenda (FASA) project was fielded during the last years of the Corpwars. but several prototypes were lost. this is the craft for you. stone. FIRST AID – Shooting someone is easy. and sitting pretty behind the heaviest manmade armor in the Wasteland. and often other things. EXO armor also tends to consume batteries. . many items from engineering are useful to the other crafting skills… GAME INFORMATION: This skill may be purchased a total of 10 times. immune to many environmental concerns. EXO armor can not be refitted. ENGINEERING – Metal. then you can use one of these mighty suits to become a walking tank.
It does NOT refund the bandage tag used. After you make a loose knot. You CAN drop items that you were holding in your hands prior to using flicker. That target regains 1 point of lost body. Though it puts stress on your body. You do not lose the bandages. While administering first aid. Without it. you are immune to all attacks. and take up to twenty normal-sized steps at a running or jogging pace. and must respond “No Affect” to any attack that strikes you. FOCUS – The most basic thing a magician learns is concentration. any attack. then you must uncross your arms as soon as you can no longer run. use any in-game skills. FLICKER – You are FAST. While your hands are over your head. or once you stop running. if you wish to continue administering first aid. See the Magic chapter for more details. This allows the prop to be used again. or use of another in-game skill interrupts the first aid. To use this skill. plain and simple. you may not attack. Wait until circumstances allow safer opportunities. If you do not have enough room to take twenty steps. he can prepare himself for the rigors of spellcasting. carry anyone. announce that you are activating Flicker. this skill is limited… You may only purchase a number of Flickers equal to the amount of Bullet Dodges that you know. his body feels the strain of his spells. Each time it is purchased. While your hands are above your head and you are moving. and move so quickly that the unaugmented eye is hard-pressed to track you. The Flicker skill may only be purchased by adepts. You must start over. You may use it once per day for each purchase. GAME INFORMATION: This skill may be purchased multiple times. Once you reach twenty steps. it adds +1 to your focus pool. or suffered a coup de gras.GAME INFORMATION: You may use first aid to do minor healing upon a wounded person. there are times when you can transcend mortal limits. during your run. It does nothing for people who have died. This pool absorbs drain from spellcasting… Once it is depleted. GAME INFORMATION: This skill can be purchased multiple times. and any already tied remain in place. spell. you may say “Healed 1”. Bandage props may be removed from a target after application. by simple mundanes. or otherwise do anything that would involve your arms. you must remove your hands from above your head. Cross your hands over your head. . take out a bandage prop. To use this skill. If you cannot safely tie the bandage around a person's limb. the drain goes to your body instead. and gently tie it around that person's limbs. Flicker is not a very useful skill in cramped environments. With the proper meditation techniques. HOWEVER. And your augmented speed is hard to match. do not use first aid upon them.
every time this option is used. via email.. spies. GAME INFORMATION: This skill may be purchased multiple times. or why teams of men in black suits are in town hunting unicorns… Though it’s not a guarantee you’ll get the whole story. Money in your hand is even better! Funding represents personal wealth. only between games. If so. bank accounts speak louder than words. This reduction is cumulative. you will be told that there is no information. You must attend a particular game to receive the money for . you may go to NPC Headquarters. or a knack for finding windfalls. or being savvy about operations on your turf. If there is no information on your question. can sometimes gain insight into otherwise inexplicable events. However. Each time it is purchased. This skill also represents having a wide amount of knowledgeable connections. the magician's maximum focus pool is reduced by five. Money can make just about anyone’s life easier. each question diminishes the number of questions that you can ask. FOLLOW THE MONEY – Sometimes. Things like figuring out who would profit from an arms deal with a certain faction in the Wasteland. too… GAME INFORMATION: This skill can be purchased multiple times. At the beginning or end of a game day. The Focus pool can also be replenished by five minutes of uninterrupted meditation. and ask the Propaganda Manager your questions. This skill is never actually used in-game. FUNDING – Money is good. and only refreshes after you have attended a Wasteland event. who makes the drones that occasionally patrol a certain area of the WrightPatterson Crater. you start each game with 25 Allin Dollars. it increases the chance of getting useful information from a particular question.The Focus pool is replenished to its maximum amount at the start of every game day. A person who knows how to follow the money. and has the right connections in the Enclaves. using follow the money can occasionally get you a crucial hint towards a possible foe’s motivations. at least in the civilized parts of the Wasteland. you can always cut a deal. This skill may only be purchased by magicians. A magician who meditates twice during a game day has a focus pool equal to his maximum -10. Be aware that extremely broad questions are less likely to turn up useful information. For each level of funding that you have purchased. And once you know a person’s motivations. and given the chance to ask a new question. You may ask a number of questions equal to your level in Follow the Money The more levels you have in Follow the Money. a steady job. and investigators. the more likely you are to get useful information. And it’s pretty useful to outsiders. This skill can also be used in between games. It’s a good one for gossip-mongers..
you must be holding a “garrote handle” phys rep in each hand. and can restore a suit of armor to its full original functionality. This is represented by a chunk of pipe foam at least six inches long. That is DANGEROUS. and exchange salvage tags to repair them. Your hands must be EMPTY save for the garrote handle reps. They are essentially the same skill. wiggle their head around. and give it to you. Repairing armor does not require the participation of the NPC Headquarters. GNOMISH REPAIR – Machinery is always breaking. up to and including armor. (Which must be removed from its owner at the time. or other heavy neck protection. one kill. so purchasing both would be useless. It takes focus and luck. This skill may only be purchased by gnomes. This use of the skill is only usable at the end or beginning of a wasteland game.) and spend 1 salvage unit for every 10 points (Or fraction thereof. It’s not something that you can do one right after the other. Hand the tag to the marshal. After the minute is up. For the next minute. when you are checking in or checking out your equipment and character sheet. This repairs breaches. Note that you cannot purchase both the Gnomish Repair. and the Repair skill. but they may not speak. and free the target to act. then you can take them to the NPC Headquarters. Fortunately for you. break contact with your garrote handles. Any attacks made upon you while your hands are on your target’s shoulders interrupt the garrote. but it’s a silent killer. If you come across any tags with the description “Broken”. and whisper “Garrote” into their ear. This skill also lets you Salvage items. and there’s almost no way to get out of it if they’re alone. they are Knocked Out for ten minutes. Garrote does not work on people wearing EXO armor. GAME INFORMATION: The Gnomish repair skill lets you fix broken objects. The marshal will determine the amount of salvage available from breaking down this item. wire. Place your garrote handles on the target’s shoulders while standing behind them. HEADSHOT – One shot. but you have mastered the art of taking down foes with a single bullet. not unless you’re REALLY . Sure. you have to manage to sneak up on them from behind. Simply spend five minutes working on a suit of armor. or use any in-game skills. GAROTTE – Strangling a foe is a quick and quiet way to incapacitate them. though. For most uses. you’ve got a knack for putting it back together! You know how to fix broken mechanical devices. GAME INFORMATION: To use garrote. or rope while using the garrote skill.a particular game.) that you wish to restore to the armor. and thrash (lightly). and inform them that you are Salvaging it. it requires a variable amount of the tagged item called “Salvage”. Do NOT use an actual string. they may claw at their throat.
Ironic though it may be. sooner or later. If you hit your target. and is treated as a miss. medical A injections would heal a target for 6 points of body. This skill has no effect if it hits an illegal target area. and adds +1 for every 10 points of body healed to targets who undergo surgery for the purpose of restoring body. this skill is limited. When he uses them. depending on the armor. they could burn 3 units of medical supplies to restore 30 body to him. Each time it is purchased. the tough get tougher. Normally. HEALER'S HANDS – The difference between a skilled practitioner of medicine and a graduate just out of corp med school is obvious to anyone who's gotten badly injured out in the Wastes. Midway through a game day. a skilled doctor can get the most from their injections. However. From the most rugged soldier to the scrawniest fixer. HEALTH – Only the tough come to the Wasteland. Every . If a surgeon without healing hands were to operate on him. Those who purchase this skill are more likely to survive a typical day out in the waste. and throw in that extra effort on surgery to mend torn muscle with ease. the surgery skill. they are immediately reduced to 0 body and begin dying. the amount that the user heals with injections and surgical procedures goes up by 1. The user adds +1 to the base number of body regained when using Medical injections and similar items. and Ginormo is happy. To use Headshot. Ginormo Meatslab is down 38 points of body. and some creatures might be immune or resistant to headshots. and in it. GAME INFORMATION: This skill may be purchased multiple times. With time and much experience. You may not purchase more levels of this skill than you have purchased levels of the Vital Shot skill. health keeps you going. the skill is wasted. You may use it once per day for each purchase. or 4 units of medical supplies to restore 38 to him.good. If you miss. yet happy. as is his simple yet charming way. (12 per unit burned. you cannot Headshot someone if you actually shoot them in the head. GAME INFORMATION: This skill may be purchased multiple times. Example: Eagle-eye Pierce is a surgeon with 1 level of injections.) He does so. Pierce can burn 3 units of medical supplies to restore 36 to him. announce “Takedown!” and fire a firearm or archery weapon at your target. Bullet Dodges can be used to negate Headshot. and 2 levels of Healer's Hands. GAME INFORMATION: This skill may be purchased multiple times. It should not be used as an excuse to target illegal areas. they heal 8 points of body. EXO armor MIGHT be able to negate a headshot or two. Surly. But almost everything else will drop when you hit them with one of these. It’s a good idea for everyone to pick up some level of this skill. Pierce's buddy Ginormo Meatslab the troll comes to him asking for surgery.
before he can purchase Killing Hands. You may not purchase more levels of this skill than you have purchased levels of the Point Blank Shot skill. and can harm most magical creatures. Without it. flamethrowers… These things are known to you. KILLING HANDS – A practiced adept can call forth the mana from his chakra points. To use this skill. you cannot administer even basic injections. This skill may only be purchased by adepts. both on yourself and others. An adept with killing hands may swing his claw phys-reps with the damage call of “Magic”. Works great when dealing with chokepoints and enemies with claws. call “Stop moving 30 seconds!” at . machine guns. and back up while you ventilate them. Some variants of EXO armor may make the user immune to injections. and unleashing much pain to even heavilyarmored foes. then the injection is considered to be destroyed. However. (Place it on legal target area. and you can use them. and touch your target with it. you must stand still in one spot. Once finished. The target cannot be moving faster than a slow walk. HEAVY WEAPONS – Grenade launchers. this skill is limited. or the injection has no effect. LAWs. you add +2 to your character’s maximum body. he may swing for normal damage instead of magic damage. To apply an injection. pull out a six-to-teninch long foam stick. INJECTIONS – The injections skill lets you identify and safely use injections. If you take damage while you are attempting to touch a target with the foam stick. and be considerate and polite to your target. works better when the poor bastard's trying to cross a narrow ledge. it allows the use of a higher level of injection. instead of “Normal. If the adept wishes. charging his hands with chi. GAME INFORMATION: This skill may be purchased multiple times. take their legs right out from under them.time you purchase it. KNEECAPPER – Aim low. crewmounted weapons. Due to the fact that it requires fairly uncommon items to use. GAME INFORMATION: This is a limited skill. announce the injection’s effect. and are usually held by people who want to hang on to them… GAME INFORMATION: This skill allows the character to use heavy weapons.” Magic damage penetrates armor. an adept must have purchased the Martial Arts skill. A character must have a level of Injections skill equal to the injection that he wishes to use. it is not recommended for beginning characters.. Bear in mind that most heavy weapons are uncommon in the Wasteland.) Your feet may not be moving while you are delivering an injection. or other rough terrain. Certain creatures are immune to injections. GAME INFORMATION: This skill may be purchased multiple times. You may use it once per day for each purchase. Each time it is purchased..
. inform an NPC marshal of your actions and your level of tracking skill. EXO armor. or taking time. your tracking efficiency increases.) then you can locate their destination. too. adding to it for all purposes. By convincing the grass to spring back up behind you. pistol. They may fall to the ground. The Leshy Tracking skill may only be purchased by leshy. But even the finest firearm is useless. but this is optional. If they have nothing to prevent a Knockout effect. this can be dangerous. Do not actually tap their head or neck. If used with a bow. the target takes no damage. GAME INFORMATION: This skill can be purchased multiple times. and your foes will fold. a small weapon phys-rep. Note that if this skill is used with a pistol or longarm. If they are moving across a hazard. go to the NPC Headquarters and tell the identity of the NPC that you wish to track. you can make yourself very hard to find. unless you have some skill . not talk. or has another sort of defense that applies. some days. then the target becomes unconscious for ten minutes. to cover your own tracks against enemy trackers. the GM may rule that they fall or are otherwise discommoded. To use tracking. tap someone between the shoulder blades with either a blunt weapon phys-rep. LONGARMS – Rifles. then fire a bow. and conceal your tracks. To do this. GAME INFORMATION: To use Knockout. After the 30 seconds are up. a claw phys-rep. and assault rifles… These are useful things to have in the Wasteland. the target also takes 10 ballistic from the initial hit. quick way to put people out without spending much in the way of resources.a foe. or another small piece of foam with at least two inches of material between your hand and the target. It’s good to be a Leshy. Leshy tracking stacks with the regular tracking skill. Heavy head protection can render the knockout skill useless… Ask your Games Master if your costuming protects you from the Knockout skill. Well. or longarm at them. they may move their legs normally again. among other things. This is a good. and the terrain. KNOCKOUT – A swift tap to the back of the head. If your tracking skill is sufficient to overcome the target number (Which is affected by that NPC’s tracking skill. Every time you purchase it. LESHY TRACKING – Following someone around in the woods is a lot easier when you can talk to the freaking trees. You can also declare that you are counter-tracking. submachine guns. precisely.. shotguns. And it works in reverse. As long as the projectile hits them they may not move their legs for 30 seconds. The arrow is assumed to be pinning their clothing/loose hide/whatever/ to the ground. The downside is that you’ve got to get behind them to put them down… It also doesn’t work on anyone who’s wearing a decent helmet. it’s more like checking their short term memory to see if anything’s been through here.
They are treated as small weapons. Without it. or the pistols skill. rather than harming them directly. shotguns. The character may deal 1 damage plus any bonuses from the Beatdown skill with them. GAME INFORMATION: The player may carry and use two claw phys-reps.with it. Master Craftsman gives you +1 effort point for every level of the associated craft skill that you possess. It also covers medical spells. sub-machine guns. GAME INFORMATION: This skill is restricted. but cannot be disarmed. the ones that exist typically cause great inconvenience to attackers. which must be at level 7 or higher. and know how best to put them together without much effort. MARTIAL ARTS – It’s harder than you’d think to seriously hurt someone with your bare hands. you tie it to one of the craft skills listed above. You may purchase Master Craftsman for multiple craft skills. Though attack spells are rare in this field. and a level of Master Craftsman-Chemistry. or assault rifles. Still. You do fast. he is assumed to be visibly striking a martial pose. or both. inside and out. and impact. and may block as normal with them. You may not purchase it. with transmutation. MASTER CRAFTSMAN – You know a trade. creation. Chemistry Electronics Enchanting Engineering Medical When you purchase the Master Craftsman skill. You’re THAT good. rifles. So he gets 8 extra Chemistry effort points per game. then he’d get another 8 extra Chemistry effort points per game. and the treatment of various conditions. When the character is wielding the claws. If he purchased another level of Master Craftsman-Chemistry. They must be colored red. good work. HOWEVER. (Example: Tiny the Tinkergnome has the Chemistry skill at level 8. . then you cannot use a longarm. and you’ve got tools and access to facilities devoted to your chosen trade. The Master Craftsman skill may be purchased multiple times. unless you have 7 levels in one of the following skills. provided that each skill you purchase it for is at level 7 or higher. You’ve assembled countless items. this skill is limited… You may only purchase a number of Master Craftsmen levels in any given craft equal to the levels of that craft that you know. You must have both hands on a longarm to fire it… if one of your arms is disabled. with some training you can pick up the knack.) MATERIAL MAGIC – Material magic concerns itself with solid things. and have a striking area no longer than twelve inches. you cannot fire these guns. It is highly recommended for beginning characters that they either purchase this skill. GAME INFORMATION: This skill is required to use carbines.
MOTIVATION – You have a knack for leadership and getting people moving when they’re shot full of holes. The crafting components most commonly used to make electronic devices are Compounds and Herbs. and more. For more details on crafting. GAME INFORMATION: This skill may be purchased a total of 10 times. Every level of Medical purchased gives you four Effort points for medical per day. You can do other tasks while this is going on. Effort points are turned in with crafting components. At the end of ten seconds. . giving them the strength to ward off strikes and shots. GAME INFORMATION: This skill lets you remove non-chemical stun effects from a stunned character. dispel stun!” and any non-chemical stun effects are removed from your target. intimidating. you will eventually be able to do all that. You may learn material spells of a level equal or less than your skill in material magic. MEDICAL – Modern medicine requires a great number of devices for best results. This skill may only be purchased by magicians. he can charge his muscles with energy.GAME INFORMATION: This is the skill required to learn material spells. To use it. approach within five feet of the target. GAME INFORMATION: This is the skill required to learn mental spells. You may learn mental spells of a level equal or less than your skill in mental magic. this skill is limited… You may only purchase a number of Muscle Controls equal to the amount of Blocks that you know. A little knowledge on how to make your own bandages can save lives. HOWEVER. such as bandaging them. or stop bullets or mend flesh the way materialistic spells do. administering injections. in order to create medical items. while knowledge of how to make medical-grade slap patches can prevent major long-term damage. or otherwise motivating them. or shooting at foes. MENTAL MAGIC – Mental magic gives the mage power over both his mind and others. and you can only use this skill on other characters. say “Motivation. a channel for the raw stuff of magic. and access to recipes. Though it cannot deal out raw damage to match elementalism. By spending some time urging stunned people to get up and move. By shifting his internal flow. Note that being stunned yourself prevents you from using this skill. GAME INFORMATION: The Muscle Control skill may be purchased multiple times. and some skill with raw arcane energy. or otherwise regretting life. And surgeons always have a need for medical supplies… With this skill. MUSCLE CONTROL – An adept's body is a focus. and spend ten seconds verbally encouraging. see the Crafts chapter. the effects it can generate range from subtle to impressive. you let them recover from their ailment a lot faster than they would on their own.
Without it. This skill may only be purchased by adepts. or the longarms skill.) This also stacks with the dermal armor skill. And so on. fire a round from either a pistol. or twelve points. GAME INFORMATION: This skill is required to use light pistols. She'd also need two levels of the Block skill. and electronics are a gamble. a bullet between the eyes can go a long way toward solving your problems. (Or acts as five points of armor by itself. For those times. Example: Tammy is creating an adept. it requires a variable amount of the tagged item called “Salvage”. and call the damage of the bullet. or heavy weapon at the floor. PISTOLS – In the Wasteland. you don’t let that stop you. bow. or both. GAME INFORMATION: The Point Blank Shot skill may be purchased multiple times. If you come across any tags with the description “Broken”. heavy pistols. you can usually get some raw materials out of it… GAME INFORMATION: The repair skill lets you fix broken objects. POINT BLANK SHOT – Sometimes there's no chance to switch to melee when a slavering ghoul's trying to claw your head from your neck. REPAIR – Things break down. longarm. up to and including armor. the cost of the Muscle Control skill varies. Repairing armor does not require the participation of the NPC Headquarters. and so forth. And if you can’t fix it. To use this skill. Fortunately.Also. To purchase a level of Muscle Control for Iron Jen costs six times one. and how to take care of most smaller guns. Simply spend five minutes working on a . point at a target within 10 feet of you. parts are hard to come by. then you can take them to the NPC Headquarters. or machine pistols. or six points. Iron Jen. depending upon the amount of times that you have already purchased the skill. you cannot fire these guns. in the average rural settlement. The Muscle Control skill costs 6 times your next level of the muscle control skill. You know how to fix broken mechanical devices. It is highly recommended for beginning characters that they either purchase this skill. especially in the Wasteland. This armor is not reduced by breaches. pistols are as common as wallets… More so. if your character is a troll. and exchange salvage tags to repair them. You may use it once per day for each purchase. She currently has 0 levels of Muscle Control. and you may refit it like any other armor. She'll also need at least one level of the Block skill. Machinery gets rusty. They must either call a defense or take damage as if they had been hit by the effect you just called. average pistols. To purchase another level of Muscle Control for Iron Jen would cost six times two. For most uses. Each purchase of Muscle control gives you +5 points of armor that adds to your worn armor. You know how to protect yourself with small-arms.
and inform them that you are salvaging it. Backwards engineering a complex item may take time… The more Researcher levels you possess. This repairs breaches. and can restore a suit of armor to its full original functionality. you may go to NPC Headquarters. a theorist. and has no cost beyond the initial item tag. which must be at level 7 or higher.) and spend 1 salvage for every 10 points you wish to restore to the armor. Though your work can be costly at times. You know a craft so well. The Researcher skill may be purchased multiple times. This skill is never actually used in-game. then you will be notified of this when you try to turn the item tag in to the NPC Headquarters. you may design a new type of item. unless you have 7 levels in one of the following skills. At the beginning or end of a game. You may purchase Researcher for multiple craft skills. You may only have one project active at a time. your inventions can make your life much easier… And possibly earn you a profit. They are essentially the same skill. only between games. and be as . HOWEVER. you gain a copy of the recipe for the item. Designing an item must be done between games. with the right customers. so purchasing both would be useless. Email a write-up of the item to the GM or game staff. You may not purchase it. GAME INFORMATION: This skill is restricted. the quicker each project is concluded. and research awe-inspiring secrets. you tie it to one of the craft skills listed above. The more researcher levels that you have. if it falls within your crafting ability. (Which must be removed from its owner at the time. provided that each skill you purchase it for is at level 7 or higher. Hand the tag to the marshal. Once it is finished. and hand in an item tag that you wish to backwards-engineer. RESEARCHER – You are a scientist. that you can innovate new uses for old formulae. when you are checking in or checking out your equipment and character sheet. If an item is outside of your crafting ability. Alternately. the less time it takes. This skill also lets you turn items into salvage. this skill is limited… You may only purchase a number of Researcher levels in any given craft equal to the levels of that craft that you know. This use of the skill is only usable at the end or beginning of a wasteland game. Chemistry Electronics Enchanting Engineering Medical When you purchase the Researcher skill. and the Repair skill. The marshal will determine the amount of salvage available from breaking down this item. Backwards engineering an item destroys it. or donate components to your current project.suit of armor. Note that you cannot purchase both the Gnomish Repair. and give it to you.
he is out of game until he can remove the drone-specific costuming and return to his character sheet. you will be informed whether it matches a component needed for the recipe. he must go to NPC headquarters in order to find out where and if he is waking up in his body. three I activate. then the drone card is destroyed and the fixer returns to his body. he gains the character sheet of a drone type equal to that of his drone card. the components are destroyed in the process. he spends five minutes setting up in his chosen location with the drone in hand. and pilot it around as if it were your own body.descriptive as you can. Once they do. and places the drone card at his current location.” While he is activating. You may speed the process along by giving the NPC Headquarters components at the beginning or end of each game… Every time you turn in a component.”. Every game you attend from that point on your Researcher skill will be devoted to producing that item. three I deactivate. then you will start work on that project. he is vulnerable to any attacks levied against him. To activate this skill. two I deactivate. non-matching components do nothing. Matching components speed up the process. and roleplaying requirements specified by the drone card. he stands next to his sheet and says “One I activate. Once you are finished. Regardless. not to mention the cyberware control rig… GAME INFORMATION: A fixer must have both an installed Cybernetic Control Rig and a working drone in order to use the Rigger skill. This skill lets you use the specialized cyberware and hardware required to “Jump into” a drone. and the recipe for that item will be pasted into your recipe book. Anyone nearby can perform a coup de grace to kill the character sheet. The player then fulfills whatever makeup. or does not match. to fit the item into current game mechanics and balance. you’ll need a working drone in order to use this. he says “One I deactivate. and among other things. and wireless technology that can sometimes maintain a steady signal even in the messed-up airwaves of the Wasteland. you will gain a tag of that item. When the activation is complete. Of course. If the sheet has been moved to a location outside of his knowledge or killed in the meantime. RIGGER – The progression of technology has seen the development of advanced robotics. He is treated as a drone. until you are finished. The character sheet represents his unconscious. When the player wishes to return to his character. . suffering an amount of dump shock as physical damage as per the drone card’s instructions. If the drone dies. prop. Once complete. The GM or game staff will coordinate with you. Your level in the researcher skill will determine how quickly you finish the project. Due to the fact that this skill requires both cyberware and a drone card to use. Once that is complete. costuming. cannot be healed. The player is considered out of game until he is ready to play the part of the drone. then leaves his character sheet and whatever parts of his costume and makeup behind that he wishes. which also kills the character. two I activate.
this is not a good skill for a beginning character. but it’s the rare person that knows how to put another under the knife without killing them. TAKEDOWN – The truly skilled only need strike their foe once. PROCEDURES/COST -Heal a target’s wounds /1 Medical supply per 10 points of body restored -Cure poison /2 Medical supplies -Restore a single crippled limb/3 Medical supplies -Restore all of a target’s crippled limbs/ 5 Medical supplies -Decontaminate a target’s radiation by one stage /10 Medical supplies -Implant cyberware /Variable – See the cyberware’s card. and practiced with rifles and shotguns so much that the recoil doesn’t phase you much anymore. Most surgery takes five minutes to conduct per procedure. This skill may only be purchased by fixers. painful affair. and say “Takedown!” Unless they can completely block the strike. Still. If you purchase this at creation. Most surgery requires variable amounts of the tagged item called “Medical Supplies” to use. be aware that the possibility exists you may not use it during the game. strike an opponent in a legal target area with a weapon physrep. These instruments must be out of the kit while the surgery is being conducted. The target undergoing the surgical procedure can feel free to act out the pain of being operated upon while this is happening. The prop must consist of a surgical kit. SURGERY – Some people know how to patch up others. You may use it once per day for each purchase. it should at the very least make them sit up and take notice. GAME INFORMATION: You may fire a longarm or heavy weapon one-handed… You do not have to have both hands on the weapon before you can pull the trigger. GAME INFORMATION: The Takedown skill may be purchased multiple times. HOWEVER. it’s often the only way to fix certain conditions. Do not actually contact your target with these instruments. To use Takedown. that’s dangerous. that makes even hardened men flinch. -Other procedures /Refer to NPC Headquarters SURE GRIP – You’ve built up your upper body strength. Surgery in the Wasteland is a brutal. While it’s not always guaranteed to drop the target. One good shot to a vital area can end any fight… This is a skill that many hand-to-hand fighters strive years to master. or use a . this skill is limited… You may only purchase a number of Takedowns equal or lower than the levels of Beatdown skill that you know. that contains at least three things which could conceivably be medical-related instruments. GAME INFORMATION: The surgery skill requires a prop in order to use. See the chart below to determine the cost in medical supplies.
This skill may only be purchased by agents. If they are physically incapable of retreating. Due to the fact that this skill requires a rare item to use. If the packet connects. For the next minute. they can send weaker-willed foes running. they must do whatever they can to keep away from you. motion detection. Even though it is rare. They may NOT attack you. the player puts on a tabard over his armor.defense such as “Block” or “Dodge” against it. some of the stuff finds its way into the Wasteland now and again. If you leave your line of sight. After a minute. GAME INFORMATION: The Stare skill may be purchased multiple times. To use The Stare. THE STARE – The best martial artists don’t even need to swing a punch to win a fight. The player must remove his cloth mask at this time. If you come into their line of sight again while the fear is active. The tabard must be made of mostly-transparent cloth. It also requires a tagged item of one Battery. You may use it once per day for each purchase. THERMOPTIC CAMO – Mankind is capable of building some truly amazing electronic devices. say “Fear!” and throw a packet at a target. and they begin dying. Each suit of thermoptic camo has a recharge time. the battery burns out and the thermoptic camo deactivates. The battery is consumed when the suit is activated. the player announces “Activating Thermoptic Camo”. . though… GAME INFORMATION: This skill requires the tagged item “Thermoptic Camo” to use. It takes a skilled operative to use the stuff to its best potential. A modern-day cloak of invisibility. then they are overcome with fear and must do nothing for one minute but retreat from you. When you use the Walk it Off skill. Takedown drops the target to 0 body immediately. that represents how long a player must wait before he can use it again. The magically-induced fear wears off after one minute. To represent a thermoptic chameleon suit. they must run again. To activate thermoptic camo. The player also must have a hood or mask made of the same cloth. the character is invulnerable to all attacks. they may stop running. but they may not do anything else besides cower and act afraid. it is not recommended for beginning characters. Chief among them is the development known as thermoptic camo. you gain more health back than usual. it masks the wearer from regular vision. Individual suits of thermoptic camo may have other effects… Refer to the NPC Headquarters if you have a question about a particular suit. and places the hood or mask over his face. and must respond with “No Effect” to any attacks that strike him. and thermal imagers. By projecting an aura of badassitude. TOUGH AS NAILS – You're hard to kill. This skill may only be purchased by adepts.
If your tracking skill is sufficient to overcome the target number (Which is affected by that NPC’s tracking skill. a trigger and a payload. or similar tagged item to create a trap. and you know when someone’s moved through your particular patch of it. a character may trade a grenade. If a character has the traps skill but no demolitions skill. Alternatively. or jury-rigged grenades. This is a limited skill… A character also requires the Demolitions skill. if you have the crafting skill and the salvage and want to give your enemies a reason to slow down… GAME INFORMATION: This skill lets a player attempt to disarm or dismantle any trap that he comes across. whether it’s a tripwire. the character must make an appropriate phys rep for the trap. The major common factor. What does it do? Probably nothing good. inform an NPC marshal of your actions and your level of tracking skill. is that all traps must make a noise when triggered. To use the trap in-game. There are additional item tags that you can add. For example. Each trap is different. if he wishes to attempt to salvage bombs. or other nasty device. and the terrain. You can also declare that you are counter-tracking. Traps are single-use devices. so a comprehensive list cannot be presented here.GAME INFORMATION: For every level bought of tough as nails. when you put your mind to it. go to the NPC Headquarters and tell the identity of the NPC that you wish to track. TRACKING – You know the wilderness. GAME INFORMATION: This skill can be purchased multiple times. then they can only attempt to disarm explosives… Salvaging them is out of the question. You can also walk softly upon the land. among other things. TRAPS – Nothing quite disturbs the average traveler. you gain +1 healing to your base 5 when you use the Walk it Off skill. To create a trap. to add extra effects to any given trap. you must combine at least two item tags. It also allows a character with the appropriate level of craft skill access to trapmaking recipes. To do this. pressure plate.) then you can locate their destination. explosive device. If they do not make a noise. then the effect of the trap does not activate. to cover your own tracks against enemy trackers. Instead of . Every time you purchase it. a soldier with 10 levels of Tough as Nails would be healed 15 health when using Walk it Off. you can attempt to disarm a trap. You can even make traps. To use tracking. All traps are 5’ radius unless otherwise noted. like seeing a tripwire suddenly pop up in their path. and bring it to the game staff headquarters at the beginning of the game for inspection. This skill cannot be used to heal you beyond your body point maximum. your tracking efficiency increases. But with the Traps skill.
VITAL SHOT – You know where to put a bullet so that it HURTS.) Unless someone saw you enter the tree. While you are coming out of the tree. You are unharmed from this experience.”. They can then stay in the tree. that a particular challenge is “Harder than trying to catch a Leshy in a forest. place your empty hands against a tree of minimum size or greater. Your character is effectively inside the tree. and count to 5. cognizant of everything that happens around them. announce “Treebond. co-ordinate with your local Game Master and NPC Headquarters to find out what is acceptable. call DOUBLE the amount of . You may use it once per day for each purchase. you can use treebond with it. This skill may only be purchased by leshy. you are vulnerable until the 5-count is finished. If your finger tips are at least a centimeter apart. At the end of the 5-count. based upon your hand size. and may not be dodged. and cannot be affected by anything short of dynamite. Any damage or effect done to you during this time causes you to fall out of the tree. If you can get one of your hands entirely around the tree’s trunk. TREEBOND – There’s an old saying in the hills. You may use it once per day for each purpose. Count to five silently… Upon the end of the count. and what is not. and the card and phys rep of the explosive device. they can leave the tree once more. You may only take personal possessions with you when Treebonding… Any carried creatures. Minimum size for a tree is variable. If you wish to do a lot of work with creating traps. or someone spending ten minutes with an axe to chop down the tree. GAME INFORMATION: This skill may be purchased multiple times. but you may not speak or visibly react to people. You are free to look around you and listen while in the Treebond. while they are in there. GAME INFORMATION: This skill can be purchased multiple times. and walk right into it. and put your back to the tree. then you cannot treebond with that tree. the damage or effect (And radius) is equal to the tagged item. you are free to act normally once again. This requires the use of a trigger phys rep and item card.the salvage determining the damage. At a time of their choosing. with hands reaching out as if to grasp something. To use this skill. If you wish to leave the Treebond. or anything larger than a third of your size. then you are ejected from the tree immediately when it falls. or bullet dodged. they may not target you. This skill lets a Leshy commune with a tree. crossing your arms in front of your chest. When you wish to use this skill. or even recognize that you are there.” This skill is probably the origin of that saying. is dropped in front of the tree when you enter the treebond. then put your arms out in front of you. (If that happens. Put on an out-of-game headband if you have one.
damage inflicted by the projectile fired from your bow, firearm, or heavy weapon, followed by the type of damage inflicted by your weapon, then immediately fire the weapon. Note that you must be within hearing range to use vital shot. Projectiles which do not cause outright damage cannot benefit from Vital Shot. Example: Imas Nipa has a sidearm loaded with regular bullets. When he wishes to put a really big hole in a bandit, he pulls it, uses a Vital Shot level, and calls “20 Ballistic!” before plugging the poor bastard. For serious business, he has a shotgun loaded with dragonsbreath rounds. However, since these have an effect call of “Elemental Ignite!”, and don't involve a number, he cannot use Vital Shot to make them more effective. WALK IT OFF – Put simply, a character with the Walk It Off skill can survive being shot, or stabbed, or wounded in just about any way. It simply wasn’t as bad as it looked, or he was too inhumanly tough to let it slow him down. GAME INFORMATION: This skill may be purchased multiple times. You may use it once per day for each purchase. This is one of the rare skills that can be activated while you’re dying. To use this skill, activate it at any time during the first minute of your dying count, and utter something like “Just a flesh wound”, or “Ain’t got time to bleed”, or “That’ll leave a mark”, or any other macho statement of endurance that you feel is adequate. After you have
done this, you are instantly healed 5 body, cured of any knockout or stun effects, and are free to stand up and act normally. Note that this healing effect will not raise your maximum body… If your maximum body is above 5, then the additional healing is wasted. You may choose whether or not to activate this when you fall down… If 1 minute has already passed since you hit the ground, you cannot activate this skill. It must be used within the first minute of your dying state, or not at all. Note that the “Tough as Nails” skill increases the base amount of healing that you gain from using Walk It Off. WARDING – Magic is strange and unpredictable, and no one knows this like a magician. Sometimes there are creatures and threats out there that are just too powerful to face head on… Or sometimes a magician will find himself under assault from other magicians. In this case, a prepared Ward can be a life saver. Wards keep magic out, in most cases. Sometimes, in the case of containing evil, they keep things IN. GAME INFORMATION: To establish a ward on a structure, the character must expend a tagged item called “Ritual Supplies”, and place his empty hands on the structure to be warded. If he remains uninterrupted for five minutes, the structure is warded. This must be signified by Duct-tape “W”s on the doors, or other visible locations. Spell packets may not be thrown into or out of a warded building. Spirits may not enter or exit a warded building. Other magical creatures may require permission to enter a ward… Active spells and
magical effects may not be brought through an entrance to a warded building… Anything like Mystic Armor or Ice Prison must be dropped before the target can enter or exit the building. Anyone who has the Adept or Magician class may recognize a ward on sight. Wards last for one day for every ritual supply consumed during their creation. Wards may be renewed while in operation, but it takes another five minute ritual and unit of ritual supplies
from the magician who created it. There may be other kinds of wards available… In all cases, the warding skill will let you put them up, as long as you fulfill all material requirements of the variant ward. Keep an eye out ingame. This skill may only be purchased by magicians.
MAGIC AND SPELLS
HOW DOES MAGIC WORK, WHAT CAN IT DO? Magic is the domain of magicians, and paranormal creatures. Though it has been extensively studied, it remains unpredictable at times… Particularly in the Wasteland. What IS known, is that magic is pulled from a dimension adjacent to our own, known as the astral plane. Those who can pull it externally are called magicians. Those who draw it internally are called adepts. Magicians use spells, adepts gain powers. This chapter is more concerned with matters dealing with magicians. MAGICAL PATHS Not everyone has the same approach to magic. Though the results are the same, the trappings are different from individual to individual. The two main approaches to magic are between mages who were taught their craft by an experienced magician, and those who learned it as they went along. The only major difference between these two paths, is their approach to things. SCHOOLED MAGICIANS Most magicians who learned their craft in the corporate enclaves approach it in ways that you’ll see in classical western literature. They use strange words, arcane gestures, and elaborately decorated wands, staves, and other foci to cast their spells. Schooled mages treat magic like a science, and approach it with the idea that spirits are manifestations of the major elements,
non-sentient and mere reflections of the magician’s will. SELF-TAUGHT MAGICIANS Self-Taught magicians approach magic much like a religion, or with superstitions. They claim that it won’t work unless their spells are in accordance with a greater force, or they refrain from doing things that other people think nothing about doing. Selftaught mages are likely to wear natural clothing, or keep a memento around with a mystic symbol upon it. They’re more likely to work music and chants into their rituals, then use magic circles or runes. Spirits are generally treated as living, sentient beings. SPELLS Spells are the stock and trade of any magician. They cost karma to learn, and they cost drain to use. Most spells are represented with tiny cloth bags of birdseed called spell packets. There are instructions on how to make spell packets in the Props chapter. Spells come in three categories… Elemental, Material, and Mental. Each of these takes a separate skill to learn. A magician without Elemental magic can not learn an elemental spell. Furthermore, each spell has a level. The appropriate magic skill must be taken a number of times equal to a spell’s level, before the magician can learn it. For example, a magician must have purchased the Elemental skill twice, before he can use a level 2 elemental spell.
ELEMENTAL MAGIC Level Spell 1 Flame Bolt 1 Ice Bolt 1 Lightning Bolt 2 Earthbond 2 Ignite 3 Elemental Shield 3 Fireball 4 Acid Bath 4 Petrify 5 Ice Prison MATERIAL MAGIC Level Spell 1 Death Touch 1 Heal 2 Grease 2 Mend 3 Mystic Armor 3 Shatter 4 Enliven 4 Web 5 Impact Shell MENTAL MAGIC Level Spell 1 Mana Bolt 1 Weakness 2 Repel 2 Stun Bolt 3 Clarity 3 Magic Shield 4 Friendly 4 Magic Shell 5 Control LEARNING SPELLS To learn a spell at the beginning of the game. After he’s got all that. so don’t expect one to necessarily have the spell you seek. and at least 1 level 1 spell. If you want to learn a spell after character creation. you must obtain a tagged item called a “Grimoire”. To do this. to hand in your grimoire and spend karma to purchase your new spell. he’ll need to have the Elemental Magic skill at level 3. and pay a number of karma points equal to the level of the spell. He must also have at least one spell from each previous level. You do NOT . Example: Fuego the mage wants to start the game with the Fireball spell. Grimoires usually contain only one spell. in order to learn the spell. Note: there may be other spells available in game. This will run him 18 points… 15 for the three levels of elemental magic. and 2 for the level 2 spell. The Wasteland has many secrets. 1 for the level 1 spell. Speak to your local NPC Headquarters at either the beginning or end of a game. and 1 level 2 spell. You pay a karma cost equal to the spell level. he can spend 3 more points of karma to learn Fireball.There may be spell categories other than the basic three. You cannot use the spell until it has been recorded on your character sheet by a Games Master. This is a mystery of the wastes… The lists of all beginning spells by their category and level are below. a magician must have the equivalent category skill at the proper level.
then you cannot cast spells. Any physical drain that you take reduces your body. Note that if you throw a targeted spell and miss. and a health of 4. When you cast a spell. After that. and even then he’ll only be able to throw spells until his focus pool hits 0. During a fierce fight. and he is forced to throw another stunbolt. At that time. Example: Gil-galaad had to throw one more stunbolt before he was out of that previous mess… That reduced his body to 1. If you cannot move your hands or speak. Grimoires are one-use items. Gilgalaad is now down to 0 focus and 3 body. If your focus pool is depleted. you must throw the packet. and hit the target for it to take effect. No form of healing will restore your health until that hour is up. Example: Gil-galaad has a focus pool of 7. And on top of that. Since he can’t pay all the cost with Focus. If you wait for four seconds or longer. DURATION. The category of the . and EFFECT The name of the spell is selfexplanatory. If it is a “Target” spell. then it has no effect. But first he’ll have to survive that hour… NOTE: You must properly finish the incantation for a spell BEFORE you use a spell. you must touch the packet to a willing target. It usually gives a hint as to the spell’s nature. he throws 3 stunbolts that cost 2 drain apiece. RANGE. you must have a spell packet in one of your hands. he can go seek healing. If it is a “Touch” spell. then you cannot cast spells. CATEGORY. THE SPELL LIST Spells have the following format: NAME. however… That rule only applies to beginning magicians. This comes from your focus pool first. and say the incantation. so don’t expect to pass a used one on to a friend after you’ve learned its spell. INCANTATION. CASTING SPELLS To cast a spell. This reduces his focus pool to 1. then the spell does not take effect and is wasted. If your body is at 1 or less. you must pay the drain cost for the spell. Each point of physical drain that you take reduces your maximum body by 1 for one hour. Then an enemy rushes him. you have three seconds to throw/touch a target/otherwise use the spell.have to know a spell of a previous level to do so. and you have no focus. he pays what’s left over with his Health. then the drain is called Physical Drain. If you throw a packet before finishing the incant. Physical drain is bad. He cannot throw any more spells until he meditates to get his focus pool back. If it is a “Self” only spell. he’s stuck at 1 health for an hour… After an hour. LEVEL. DRAIN. you must touch your chest with the packet for it to take effect. the spell dissipates and the drain paid is lost. the spell takes effect. and keep it in contact with the target until the duration is up. down to a minimum of 1.
The range of the spell will be either Self. Repel.spell is one of the following. or both. or do anything obscene.” NAME: Death Touch CATEGORY: Material LEVEL: 1 DRAIN: 2 per 1 damage RANGE: Self . The armor must be repaired. control is down. Target. with Game Master consent. The level of the spell will range from 1 to 5. and he may not knowingly harm the magician while under his control. and will remember it afterwards. forcing it to obey his instructions. SPELLS NAME: Acid Bath CATEGORY: Elemental LEVEL: 4 DRAIN: 1 per 5 damage RANGE: Target DURATION: None INCANTATION: “Spell Casting (Damage) Elemental Acid!” EFFECT: The caster calls up a gout of acid to sear a single target. or Touch. before it will be of any use again. Other types of mental coercion may be negated as well. any lingering effects from mental spells such as Fear. or how long it lasts. He determines the damage by spending drain at the time of casting… For every 1 point of drain. purging their mind of outside influences. Note that a mage under the effects of Friendly or Control may never cast this spell upon himself. He may not attempt to violate the spirit of the rules. When this spell is cast upon a target. The incantation is the phrase that you must utter to successfully cast the spell. The target is aware of the control. Elemental. the acid bath deals 5 points of damage. The acid bath also destroys any armor that it breaches. Material. Weakness. The duration of the spell is how long it takes to cast. The drain of the spell is the cost you pay whenever you cast the spell. The magician may drop this spell at any time by saying “I release you. The chemical state “Stoned” is also dispelled. or Control are negated. The effect of the spell explains what it does. NAME: Control CATEGORY: Mental LEVEL: 5 DRAIN: 10 RANGE: Target DURATION: 5 minutes or until dropped. Anyone affected by this spell must obey the magician’s spoken instructions to the letter. NAME: Clarity CATEGORY: Mental LEVEL: 3 DRAIN: 4 RANGE: Target DURATION: None INCANTATION: “Spell Casting Clarity!” EFFECT: The magician removes any hastily built mental effects on the target. Friendly. He may not be commanded to kill himself. If you say the wrong incantation. the spell has no effect and you take no drain. or Magical. INCANTATION: “Spell Casting Control!” EFFECT: The magician bends a lesser mind to his will.
and his damage is equal to 1 point for every 2 points of drain spent. NAME: Enliven CATEGORY: Material LEVEL: 4 DRAIN: 8 per point healed. that negates and renders harmless any incoming elemental spell or effect. Then the earth hardens in an instant. His damage call is “(Damage) magic!” The claws may be used to block as per normal weapons. To show that it has been absorbed. move his body. turning them into invisible blades similar to a monofilament weapon. The magician . then the elemental shield is triggered first.” EFFECT: The magician manipulates the target's body with magical forces from a distance. trapping him in place. He may use claw phys-reps to represent this attack. The shield absorbs the first spell or effect that strikes him that has the word “Elemental” in the call. The magician cannot choose to let an elemental spell strike him without striking the shield. He may still talk. After absorbing one spell.” If a magician has both an elemental shield and a magic shield in place. INCANTATION: “Spell Casting Death Touch (Amount). This spell may only be cast upon non-flying creatures. and may not move them whatsoever until a minute has passed.” EFFECT: The magician sharpens the air around his hands. the magician must say “Elemental Shield” within three seconds of being struck by an elemental attack. RANGE: Target DURATION: None INCANTATION: “Spell Casting Enliven (Amount Healed). NAME: Elemental Shield CATEGORY: Elemental LEVEL: 3 DRAIN: 3 RANGE: Self DURATION: 5 minutes INCANTATION: “Spell Casting Elemental Shield. making him sink in up to his ankles. The target of the spell must plant his feet with both soles upon the ground. and use his arms so long as his feet do not move. (This is the Amount in the incantation). Absorbed spells are treated as having no effect on the magician. mending basic wounds and instilling magical vigor.” EFFECT: The magician puts up a flux of elements around him in the astral plane. Note that the beatdown skill stacks with damage granted by death touch. and an elemental spell strikes the magician. NAME: Earthbond CATEGORY: Elemental LEVEL: 2 DRAIN: 4 RANGE: Target DURATION: 1 minute INCANTATION: “Spell Casting Stop Moving 30 Seconds!” EFFECT: The magician softens the earth around a target’s legs. It is expended regardless of whether or not the magician calls “Elemental Shield.DURATION: 5 minutes or until dropped. the shield is expended and offers no further protection.
NAME: Grease CATEGORY: Material LEVEL: 2 DRAIN: 2 RANGE: Target DURATION: 10 seconds INCANTATION: “Spell Casting Grease!” EFFECT: The magician causes the target’s hands to be coated with slippery oil. the Flame Bolt deals 10 points of damage. NAME: Flame Bolt CATEGORY: Elemental LEVEL: 1 DRAIN: 1 per 10 damage RANGE: Target DURATION: None INCANTATION: “Spell Casting (Damage) Elemental Fire!” EFFECT: Calling forth a fiery bolt of energy. All packets of the fireball must be thrown at once. Dodge. from a single hand. then throws or touches the packet at the target. Any packet that strikes a foe inflicts 15 points of elemental fire damage. NAME: Fireball CATEGORY: Elemental LEVEL: 3 DRAIN: 2 per packet RANGE: Target DURATION: None INCANTATION: “Spell Casting 15 Elemental Fire!” EFFECT: Calling forth a swirling mass of flames. and the target may not cause him harm unless the magician attacks him first. declares the amount to be healed. the magician does serious damage to both the target and those near him unlucky enough to get caught in the flames. The target’s attitude toward the magician improves markedly. or five minutes passes. Upon a successful hit. the magician gains a spell packet to throw. He determines the damage by spending drain at the time of casting… For every 2 points of drain. He immediately drops any melee . the magician sears his target. The spell is broken if the magician attacks him.calls the incant. the target may come to accept them so long as they don’t act poorly. Once the spell is over. Note that the “Friendly” effect does not extend to any of the magician’s friends… Although if they are in a noncombat situation. the target is healed for the amount declared. the target has no memory that he acted strangely. Magic Shield. making himself seem like the guy’s best friend. Anyone damaged by a fireball may use defenses such as Bullet Dodge. He determines the damage by spending drain at the time of casting… For every point of drain. or Elemental shield as if they had been the target. NAME: Friendly CATEGORY: Mental LEVEL: 4 DRAIN: 6 RANGE: Target DURATION: 5 minutes INCANTATION: “Spell Casting Friendly!” EFFECT: The magician alters the target’s mind. Multiple packets take multiple defenses.
After the 60 seconds are up. and may not use or even hold any melee weapons or other props for 10 seconds. For every 2 points of drain spent. Any firearms that he is carrying are considered jammed for 10 seconds. move.) All attacks. The caster may state “Prison down!” even if entombed in his own Ice Prison. The ice allows the target to breathe. spells. the target is healed for 1 point of body. holding them in place and rendering them immune to any conceivable attack. (Blinking and closing your eyes is okay. This is the Imprison effect. they must decide how much they wish to heal the target. rendering himself unable to move or cast. NAME: Ice Prison CATEGORY: Elemental LEVEL: 5 DRAIN: 10 RANGE: Target DURATION: 10 minutes or until dropped INCANTATION: “Spell Casting Elemental Imprison!” EFFECT: The magician surrounds his target with thick-yet-porous ice. NAME: Ice Bolt CATEGORY: Elemental LEVEL: 1 DRAIN: 1 per 10 damage RANGE: Target DURATION: None INCANTATION: “Spell Casting (Damage) Elemental Ice!” EFFECT: Calling forth an icy bolt of frost. or target reaches 0 body INCANTATION: “Spell Casting Elemental Ignite!” . and may not use any in-game skills. RANGE: Touch DURATION: 1 minute to cast INCANTATION: “Spell Casting Heal. as noted in the combat chapter. and count for 60 seconds. and filters out any harmful gasses. Note that it is possible for the caster to entomb himself in an Ice Prison. NAME: Ignite CATEGORY: Elemental LEVEL: 2 DRAIN: 3 RANGE: Target DURATION: Until put out. the magician freezes the blood of his target. He determines the damage by spending drain at the time of casting… For every point of drain. or when the caster states “Prison down!” within the target’s earshot. or other interaction with the target are totally ineffective. the magician must touch the target with a spell packet or foam stick. but effectively invulnerable. and may not be used to block melee attacks.weapons that he is carrying. or talk.” EFFECT: The magician spends a little energy to mend torn flesh and repair damaged organs. the Ice Bolt deals 10 points of damage. Anyone struck by this spell must stand still in the position they were in when the Ice Prison spell hit them. The target replies “No Effect” to every such attack or effect that hits them. To use this spell. The spell ends after 10 minutes. NAME: Heal CATEGORY: Material LEVEL: 1 DRAIN: 2 per point healed.
or when the caster states “Shell down!” NAME: Magic Shield CATEGORY: Mental LEVEL: 3 DRAIN: 4 RANGE: Self DURATION: 5 minutes INCANTATION: “Spell Casting Magic Shield. the Lightning Bolt deals 10 points of damage.” EFFECT: The magician creates a shell of invisible energy around himself. (Applied to armor first.) The spell ends after 10 minutes. The spell ends after 10 minutes. he calls “No Effect!” to attacks from normal melee weapons. (The caster must call the adjusted damage for each shot. and takes 1 point of elemental fire damage per second. NAME: Magic Shell CATEGORY: Mental LEVEL: 4 DRAIN: 8 RANGE: Self DURATION: 10 minutes. or until dropped. causing them to burst into flames. and the ignite effect is dispelled. While the Impact shell is active. He determines the damage by spending drain at the time of casting… For every point of drain.) The ignited target may do nothing else but roll around. this also limits the magician as well… Any active spells such as Mystic Armor or Impact Shell that are active when he casts this spell are cancelled. or until dropped. and dispels the ignite effect. then the target is dying. While active. If the target reaches 0 body before the ignite effect is put out.” .EFFECT: The magician calls up a raging inferno around the target. Magical attacks penetrate the shell as if it wasn’t there. The target is Ignited. or when the caster states “Shell down!” NAME: Lightning Bolt CATEGORY: Elemental LEVEL: 1 DRAIN: 1 per 10 damage RANGE: Target DURATION: none INCANTATION: “Spell Casting (Damage) Elemental Lightning!” EFFECT: Calling forth a blast of electricity. Unfortunately. attempting to put the fire out. the magician blasts his target. This shell negates all magical attacks or spells that strike him. and any bullets he fires deal half damage. he calls “No Effect!” to all magic that strikes him. INCANTATION: “Spell Casting Magic Shell. This takes 10 seconds of rolling. This shell negates normal melee attacks against him. While active. INCANTATION: “Spell Casting Impact Shell. the magician may not make melee attacks. and he may not cast ANY spells while the Magic Shell is active.” EFFECT: The magician creates a limited mana warp around himself. Note that igniting things that are immune to fire is an exercise in futility… They won’t be affected by it. and halves the damage of any bullets that strike him. NAME: Impact Shell CATEGORY: Material LEVEL: 5 DRAIN: 10 RANGE: Self DURATION: 10 minutes.
NAME: Mystic Armor CATEGORY: Material LEVEL: 3 DRAIN: 2 per 5 armor RANGE: Self DURATION: 5 minutes or until gone INCANTATION: “Spell Casting Mystic Armor (Amount).” If a magician has both an elemental shield and a magic shield in place. and an elemental spell strikes the magician. Multiple castings of Mystic Armor do not add to each other.EFFECT: The magician puts up a flux of spell energy around him in the astral plane. cooking them from the inside. Mystic armor may not be refitted or repaired in any way… Mystic armor reduced to 0 is gone. that has an incantation with the words “Spell Casting” in it. The shield absorbs any packet attack that strikes him. he gains 5 points of armor. and decide how much to mend the target. The magician cannot choose to let a spell strike him without striking the shield. NAME: Mend CATEGORY: Material LEVEL: 2 DRAIN: 4 per point healed. RANGE: Touch DURATION: None INCANTATION: “Spell Casting Mend (Amount healed). and materializes it within his target’s body. then the elemental shield is triggered first. the Mana Bolt deals 5 points of damage. the magic shield is expended and has no further effect. to the point where it can shrug off bullets and other attacks. This armor stacks with any armor that he may be wearing. that negates and renders harmless any incoming spell. the magician must say “Magic Shield” within three seconds of being struck by a spell. NAME: Manabolt CATEGORY: Mental LEVEL: 1 DRAIN: 1 per 5 damage RANGE: Target DURATION: None INCANTATION “Spell Casting (Damage) Magic!” EFFECT: The magician pulls arcane energy out of the astral. and stop internal bleeding while soothing pain. by spending drain at the time of casting.” EFFECT: The magician hardens his skin. After absorbing one spell. To show that it has been absorbed. The magician must incant the spell. Absorbed spells are treated as having no effect on the magician. Note that this is magic damage and bypasses armor. He determines the damage by spending drain at the time of casting… For every point of drain. and is the first damaged by attacks. The target then regains the amount of body declared. He gains temporary armor from this spell. For every two points of drain.” EFFECT: The magician uses magical force to repair damaged blood vessels and muscles. they must touch the target with a spell packet or foam stick. only the highest casting counts. After declaring the amount. . It is expended regardless of whether or not the magician calls “Magic Shield.
so keep that in mind before casting. The target’s melee damage score is reduced . shatter your (Item)” EFFECT: The magician makes the chosen carried or small inanimate item turn brittle and break. It also doesn’t effect EXO armor. freezing them in place. and must freeze in the position that they were in when the Petrify spell hit them. He chooses the item affected at the time of casting. and may not approach him. NAME: Stunbolt CATEGORY: Mental LEVEL: 2 DRAIN: 2 RANGE: Target DURATION: 1 minute INCANTATION: “Spell Casting Stun!” EFFECT: The magician temporarily sends a surge of energy through the target’s neurons. The typical target for this spell is a gun or a melee weapon. NAME: Repel CATEGORY: Mental LEVEL: 2 DRAIN: 2 RANGE: Target DURATION: 5 minutes INCANTATION: “Spell Casting Repel!” EFFECT: The magician creates an intense fear of himself in the mind of the target. He may not attack anyone until at least 10 feet away from the spellcaster. NAME: Shatter CATEGORY: Material LEVEL: 3 DRAIN: 4 RANGE: Target DURATION: Permanent INCANTATION: “Spell Casting. The target must immediately move to at least 10 feet away from the magician if capable. or drones larger than your head. and cannot be affected by conditions while petrified. The target may not move or speak. Thermoptic camo. cannot be healed.NAME: Petrify CATEGORY: Elemental LEVEL: 4 DRAIN: 8 RANGE: Target DURATION: 5 minutes INCANTATION: “Spell Casting Elemental Petrify!” EFFECT: The magician invokes the earth to harden a target’s flesh into something like stone. it can be refitted and/or repaired as per normal. They take no damage. making them dizzy and unbalanced. The magician may also target armor with this spell. which is instantly destroyed beyond repair. It does not affect doors or other non-portable items. but armor so affected is merely reduced to 0 and breached. or use any in-game skills. or do anything else except move away and defend himself. The target is stunned for 1 minute. making them much less effective temporarily. NAME: Weakness CATEGORY: Mental LEVEL: 1 DRAIN: 1 per 1 point reduced RANGE: Target DURATION: 1 minute INCANTATION: “Spell Casting Weakness (Number)!” EFFECT: The magician causes the target’s muscles to relax.
The target may still speak. blink. the web offers no protection for them. and may not move or use in-game skills. . NAME: Web CATEGORY: Material LEVEL: 4 DRAIN: 8 RANGE: Target DURATION: 5 minutes INCANTATION: “Spell Casting Web!” EFFECT: The caster turns the air around the target into rubbery. and otherwise communicate.by a number of points equal to the drain chosen at casting. for one minute. All damage or spells inflicted upon the target while in this state act as normal. sticky tendrils that glue themselves to every inanimate thing nearby. The target is held helpless for five minutes. The target’s melee damage cannot be reduced below 0 by the weakness spell.
BLUEPRINTS AND INSTRUCTIONS When you purchase a level of a crafting skill. you must have the appropriate level of crafting skill. RECIPES . nor do you have to be involved with crafting if you don't wish to involve yourself. At level 3 and above. then the recipe will be added to your collection of known recipes. you will receive a small number of known recipes. For example. You do not have to take a single crafting skill.HOW MUCH YOU CAN DO IN THE TIME YOU HAVE Each level of crafting skill gives you 4 Effort points for making items involving that skill. You can use this code wheel to decode recipes that you find in-game. you will gain the ability to craft items using that recipe. Once you have turned in a copy of the recipe. solid armor.Light armor. The five crafting skills are as follows. and creating esoteric artifacts. Generally. But if you DO get involved with crafting. After you have decoded a recipe.. and 7. enchanting talismans.Firearms. If you have sufficient crafting skill to match the recipe's level. This code wheel represents the advanced knowledge and skill at deciphering complex equations and shorthand. bombs and bullets. Level 1 and 2 recipes are uncoded. and the proper recipe. you'll find that almost every tagged item in the game can be produced as long as you have adequate skill. you will be e-mailed the summary of the recipe. Engineering . you will receive a code wheel. injections. and biomonitors. it is solely an out-of-game item. batteries. Crafting is the process of creating those items.Scribing spells. It is not a tagged item in the game. heavy weapons.Bandages. and tools for other crafts. and it is totally optional for your character. the lower the level. 5. These points refresh every game day.Flashlights. enough materials. crude batteries.CRAFTS AND CRAFTING Crafts are items that are created by characters in the Wasteland game. Electronics .. EFFORT . NPC Headquarters will maintain a record of your known recipes. all recipes are coded. To craft something. Each recipe has an effort point cost. At levels 3. or the beginning of the next game.. This is a potentially rewarding and complicated area of the Wastelands game.. Once it is in the scrapbook. Enchanting . Medical . computer parts and tasers. and the paper copy of the recipe will be pasted into your character's scrapbook. a person with four levels of engineering . The original recipe remains in play like any other tagged item. This is where you gain the points to pay that cost. the more recipes you will receive. you may write down a copy of it and turn it in to NPC Headquarters at the end of the game. Each level also has a number of hidden recipes that you must find in-game to gain. and may be passed from person to person for anyone to learn. Chemistry .
This craft uses unique materials. you can sell your crafted items to players and NPC's alike. just like anything else in the game. and you'll usually find plenty of salvage around during the course of a game. Salvage represents unsorted junk.. of course.has 16 effort points per day to devote toward engineering. They are tagged items.. though. The sole exception to this is the Enchanting skill. especially for esoteric. hand over the tagged items necessary to make the items you desire. but many of the materials required by advanced recipes will need to be crafted. Crafting works best over the long-term. THE REWARDS OF HARD WORK Crafting is a lot of work. check around with other players and see what they need. but it can save you a lot of money. Effort points are spent on game days. this is invaluable.. called Focus and Force components. so keep your eyes open. If you're only concerned about having fun in the short-term. All of this. if you have the Connections skill.. It's an easy way to get a steady supply of common items. MATERIALS . you can sell it to crafters. But if you enjoy using items that you made yourself. or build a surplus of common items to sell. If you're concerned about the . and spend your effort points. Effort points unused after the beginning of the game day may be saved to make juryrigged items later. They'll probably want lots of it. If you don't have crafting skill. You can find some of the materials that you need during the course of a game. Expect to go through a lot of salvage if you buy many levels in crafting. higher-end recipes. don't be too concerned about crafting. Once you are ready to craft. and a great way to make rare and uncommon items that you might not otherwise be able to afford. So it pays off to coordinate with your friends. They may be spent at the beginning of a game-day to make regular items. so don't be too quick to trade it if you can use it. The repair skill is useful for making salvage. You'll find that some recipes use materials that require 2 or more crafts to create. You will have several games to gather the materials you need. If you're at a loss at what to build.THE BUILDING BLOCKS OF CRAFTING Materials are what items are made from. if you plan to attend several games and spend karma here and there to increase it. you must locate the craft marshal. during a game day to make jury-rigged items. Salvage is also useful for repairing armor and other things. both in the long-run and the short-term. and opportunities to spend effort and make the materials you need for your high-end recipes. requires materials. You can usually only find these during play. or turn them in for money. or. Many simple materials can be created from the tagged item called Salvage. TAGS AND PHYS REPS Please note that the NPC Headquarters might not have physical representations for every item that you create. Also.
CHEMISTRY Name: Armored Clothing Effort Required: 2 Materials Required: 2 Liquid Components “Soak the cloth in the liquid kevlar solution. In addition. You can make special rounds. Jury-rigged items do not have any game uses! They are permanently gone at the end of the day.. This means that you CANNOT jury-rig regular bullets. or the traps skill. and sew in reinforcement points before it dries. 1 bottle of Liquor . THE BASIC RECIPES The recipes below are the ones that you gain. You may be asked to supply your own item. Once there. These can be found in various locations ingame. but you CANNOT make regular bullets on the fly. JURY-RIGGING Regular items (Those crafted at the beginning of a game day) start play with 4 game uses. almost any material that reacts can be used as a battery.” Name: Batteries (2) Effort Required: 1 Materials Required: 1 Liquid Component OR 1 Solid Component “If you’re skilled. or purchase another level of a crafting skill using karma..” Name: Molotov Cocktail (2 grenades) Effort Required: 2 Materials Required: 1 Liquid Component. then check with the Game Master before the game. He should be able to tell you the availability of phys reps for any item you wish to create. to craft a jury-rigged item. in the case of things that are expensive in real-world Dollar amounts. No materials are lost. Note that only tagged items may be Jury-rigged.” Name: Bullets (20) Effort Required: 1 Materials Required: 1 Solid Component “Not quite reliable enough for automatic weapons. but good enough for basics. then speak to the Game Master and NPC headquarters.” Name: Buckshot Shells (10) Effort Required: 1 Materials Required: 1 Solid Component “Finding the right powder-to-pellet ratio takes some research. you must have access to a crafting station of the appropriate type.” Name: Liquid Component Effort Required: 1 Materials Required: 2 units of Salvage “There are times when all you need is a few drops of a trace element.utility of a created item. If you come into game with 2 or more levels in a crafting skill. to find out if you have learned any new recipes. This is the price of doing fast work. you must supply appropriate components for what you are crafting. and spend two minutes per level of the recipe that you're crafting in uninterrupted work. when you learn the first level of a crafting skill. An interruption at this point means that you must start over.
and there you go!” Name: Taser Effort Required: 2 Materials Required: 1 Wiring Component. Edison would be proud. though some people prefer to make puzzles or crystal spheres. Think of them as Magic for Dummies books. this takes the form of scribbled notes and symbols that are burned when used. powders and rocks.” Name: Solid Component Effort Required: 1 Materials Required: 2 units of Salvage “Crystals. Eats batteries. and the first thing most people forget when exploring caves." Name: Level 1 Grimoire Effort Required: 2 Materials Required: 2 Focus Components “Every apprentice has to start somewhere.” Name: Ritual Supplies Effort Required: 2 .” Name: Batteries (4) Effort Required: 2 Materials Required: 1 Wiring Component. reactive metals. a few NOR gates there. and make it burn longer.” Name: Level 1 Talisman Effort Required: 1 Materials Required: 2 Force Components “Holds a minor spell." Name: Force Component Effort Required: 1 Materials Required: 2 Salvage "Typically a crystal or a properly prepared animal's claw or tooth or just about anything that represents force.” ELECTRONICS Name: Basic Flashlight Effort Required: 1 Materials Required: 1 Circuitry Component. 1 Liquid Component “A handful of basic chemical batteries.” Name: Circuitry Component Effort Required: 1 Materials Required: 2 units of Salvage “A few AND gates here.” Name: Meditation Focus Effort Required: 2 Materials Required: 1 Focus component OR 1 Force component "This is most commonly a small statue or totem. 1 Pistol Frame “ZAP! Short range. so don’t get trigger happy.“A few drops of reactant turn the alcohol into a sticky goo. Stuff with some mass behind it. but pretty effective. 1 unit of Salvage “Useful.” Name: Wiring Component Effort Required: 1 Materials Required: 2 units of Salvage “Relatively conductive metal.” ENCHANTING Name: Focus Component Effort Required: 1 Materials Required: 2 Salvage "For some mages. usable by anyone once they know how. encased in rubber.
little moving parts.” Name: Homemade Liquor (2 Bottles) Effort Required: 2 Materials Required: 2 Herbal Components “For medical purposes.” Name: Injection . construct wards. 2 Structural Components “Getting a good barrel.” Name: Tier 1 Longarm Effort Required: 2 Materials Required: 1 Gearing Component. fine tumblers.. 1 Structural Component. 1 Force Component “A magician can call up avatar spirits.” ENGINEERING Name: Gearing Component Effort Required: 1 Materials Required: 2 units of Salvage “Gears.Materials Required: 1 Focus Component.” MEDICAL Name: Bandages (20) Effort Required: 1 Materials Required: 1 Compound Component OR 1 Herbal Component “Take a few strips of cloth. and other beneficial natural reagents. and use as needed.” . small plants. or cultured bacteria kept in a neutral liquid solution.. nanites. 2 Structural Components. Usually.” Name: Longarm Frame Effort Required: 2 Materials Required: 1 Gearing Component. but few simpler. Basically. 1 Pistol Frame “There are better recipes for firearms out there.Medical A (2) Effort Required: 2 Materials Required: 1 Compound Component “The DMSO chemical carrier is the key. Washes the treatment through the injured area. 1 Longarm Frame “It takes a fair amount of resources to make even a simple gun. levers.” Name: Herbal Component Effort Required: 1 Materials Required: 2 units of Salvage “Molds.” Name: Pistol Frame Effort Required: 1 Materials Required: 1 Gearing Component.” Name: Tier 1 Pistol Effort Required: 2 Materials Required: 1 Gearing Component. 1 Structural Component “The basic makes haven’t really changed much since the 20th century.” Name: Structural Component Effort Required: 1 Materials Required: 2 units of Salvage “Your basic sturdy bit of metal or wood or whatever. and putting in basic rifling is the key to a good longarm. treat with a sterilizing solution. and do other things with these.” Name: Compound Component Effort Required: 1 Materials Required: 2 units of Salvage “Chemicals. it’s a good investment. Holds the important bits together.
1 Herbal Component “Ready-to-use drugs and chemicals that are useful in surgery. about the same as coffee.” .” Name: Medical Supplies (10) Effort Required: 1 Materials Required: 1 Compound Component.Name: Injection – Stim (4) Effort Required: 1 Materials Required: 1 Herbal Component “These things are mildly addictive.
props should not be used to strike other people. It is . 2. Out-of-game items should be kept out of the way of play areas and players. Your clothes are out-of-game items that you wear. or have a limited use for certain scenarios. It is considered another of the same kind of item that was destroyed. and say "One I destroy this item. then the player who brought it may return the prop to play after an hour has passed. you will interact with many items. Except for weapon phys-reps. food and drink. or set out by GM headquarters. 1. Out-ofGame items cannot be stolen. and may not be used in game. They are either meant to enhance the ambiance of the game. And odds are good your character will start with a few.) If it is a weapon phys rep or other player contributed prop. They are acknowledged. and Tracked Items. Tagged Items. Heck. MONEY The in-game currency of Wastelands is the Allin Dollar. 3. then you will not be reimbursed for it.Items ITEMS IN GAME During the course of a Wastelands game. backpacks. mirrors. for the love of Pete. damaged. They may be moved if the course of regular play intrudes into such areas. Props may be "Destroyed" by anyone who wishes to pick them. So take care to avoid damaging props. Two I destroy this item. OUT-OF-GAME ITEMS Out of game items are things that you need as an individual. Other props include doctor's bags. If an out-of-game item gets damaged because of play moving through the area it is in. and other useful items that have little game impact. Props. cell phones. Items fall into five categories. The five categories are as follows. then the item is considered destroyed. Three I destroy this item. or used by people playing the game. or take more effort to destroy. They may not be destroyed through in-game actions and please. If a prop actually breaks or sustains damage on course. but have little relevance to the game on hand. and other such useful possessions. but ignored. Out-of-Game Items. Also take care to avoid damaging the props of other players… That’s no fun for them. you will not be reimbursed for it. and realize that anything you bring in-game runs the risk of damage. Regular Bullets. keep ‘em on.. medicine. up. (Note that there may be props that are immune to destruction.. The most common props are weapon physical representations. you'll even bring a few along yourself. but should not be touched or examined longer than necessary for play to continue. Money. cars. So take care to properly stow all Out-of-game items safely away." If they can finish that three-count. Examples of out-of-game items are bedding. suitcases of clothing. PROPS Props are items either brought in by the players. for the purposes of the game. also known as phys reps.
or handed over loose. and be given Allins in an equal amount. an enemy mage shatters his favorite pistol. In the event that the game headquarters is short of enough money to cover your full amount. and worth some Allins to the right buyer. Exceptions may be made in the case of severely fumbledfingers and exceedingly dry and clean ground. you can pull any or all money from your bank account. if you do not wish to. You do not have to withdraw any money from your account. at the cost of the tag. or taken. So take care when you are loading. you will be asked to refrain from withdrawing your full amount of cash. If you wish to leave the item in what you consider a safe place. Then you will receive your physical representation back. then you need to carry both of these things. Regular bullets are considered to be out of play if they are dropped on the ground. This is called your character’s bank account. the physical representation. When you obtain them from an NPC. Money is physically represented. He does not need to leave a phys. and goes back to his bunk. At the end of the game. He opens the tub and pulls out another pistol tag. Tagged items are usually major things. rep with every pistol though. and your amount of money will be tracked. 5. disaster strikes! While out on patrol. since he's got the phys rep for his old gun. they will either be given to you in a film canister. and may be stolen. and the Item Tag.) he can use it with no problems. since he's not carrying them or planning to use them. Oni has collected about ten Tier 1 pistols from various bandits who have tried to kill him. At the beginning of your next game. he tears up the tag. suits of armor. If you wish to trade the item. As long as it's the same kind of gun as the tag indicates. REGULAR BULLETS Regular bullets are physically represented within the game. (Tier 1. you are not required to leave a phys rep with it. go to GM headquarters and show them what you stole. Example: Mr. and tell them who you stole it . you do not need a phys rep with it. so he leaves the tags for the rest in a tub on his bunk. He doesn't need a new phys rep to use it. Things like guns. put all unspent bullets into your character bag. He only needs one most days. then you should turn the tag in to GM headquarters. 4. but generally if you drop a bullet it's lost. If the physical representation is stolen. TAGGED ITEMS Tagged items are the most common types of items within the Wastelands LARP. you will turn all of your Allins in to game staff at checkout. if you steal a tagged item from another player. given away.. If you wish to use or carry the item. Regular bullets do not have tags. After the fight. or deems that the resources you are pulling out don’t leave them with enough money for the event’s treasure fund. and medical supplies are tagged items. Tagged items usually have two parts. At the end of the game.made up of a hundred Common Cents. However. but it is rarely broken into these denominations outside of the Enclaves. As a side note. or give it to the person who stole the item..
take a pen and cross off a number of O’s equal to the tracked items used. a PC or NPC with a use for these items will go through several of them during the course of an average Wastelands game. After each game of Wastelands. instead of game uses. Tagged items have a number on their tag. The number of O’s on the tags represent the amount of tracked items at the next Wastelands. There are only 4 types of Tracked Items. These physical reps may or may not be colored differently from regular bullet reps. It is illegal to make up your own tags. • • • • Bandages Medical Supplies Salvage Special Bullets Bandages are strips of cloth. which are required to use automatic weaponry. and have a few minutes to take stock of how much you’ve used.. Medical Supplies are things like gauze. Tracked items sometimes have a physrep. TRACKED ITEMS Tracked items are things that are useful in-game. Typically. Some item tags don't have any numbers that indicate how many games they're good for. mark off that many bullets from your tag. The game staff will give it to you. but do not have any expiration date. Item tags are used so that both GM headquarters and Players don't have to supply a vast amount of props simply to play a game of Wastelands. This number indicates how many times they can be used in game. and other useful things for putting people back together. If an item gets destroyed or expires. You do not need to keep them separate from . Once you are out of uses for a tagged item. This item usually has no phys rep. rip it up. These are rare items that don't take wear and tear from regular use! They're worth quite a lot of money if you find one. game that you receive at the start of the game. If that’s the case. then don’t hand the phys reps back in at the end of the game. Special Bullets are rare or uncommon ammunition types that have special effects when used in play.from. and always have a tag. You make make your own bandage phys reps. small doses of medicine. you will also receive a number of bullet reps to go with them. but keep the tags.. When using special bullets. you must show your tags to the checkout staff. They will mark off one use. Salvage represents scraps and pieces of broken junk. see the list below for details. You can save the pieces if you want. you will be kicked out of the game. but they’re no longer good for anything. The most common type of special bullets are refined bullets... that is often useful for crafting things or repairing broken items. 6. The tag has a number of O’s on it. After you use tracked items. Check back later after the owner has turned in the item's tag. or alter the information on existing ones! If you do this. When you receive special bullets. You hand in all unused tracked item phys reps at the end of a game. IV’s. you cannot use it any longer. cut from a specific color that may change from game to game. count each shot and once the combat's over. This item usually has no phys rep.
many of these weapons are in bad condition. count them and cross that number off your tag. Do not pick up and reuse airsoft pellets.the rest of your ammunition. but it WILL make them easier to track if you do so. and other devices of destruction. If you get a tag for one of those. and it's not taped to a rep. or misfires. With so many other things going on. By the same token. Count the number of bullets you put into your clip. Once airsoft pellets are fired from an airsoft gun. The end result is that the PC's won't be able to use every firearm they find in-game. check the clip to see how many you spent. longarms. you may not use firearm phys-reps that are carried by NPC's unless they have a tag taped to them. Don’t give them the original tag unless you’re giving them that number of bullets. . As such. However. if it's a tier 3 gun tag. go to the GM and see about checking out a gun. The same principle holds true for heavy weapons and other weird devices. Ammunition loaded into a foe's gun is off limits. it increases your risk of jams. since pellets that have spent time on the ground may be dirty. heavy weapons. Heavy weapons have tagged ammunition. this is cheating. A NOTE ON FIREARMS AND OTHER WEAPONS NPC's are quite frequently armed with pistols. Also. and we won't be annoyed . AMMUNITION If an enemy has loose ammunition and gives it to you upon searching. use different calibers of ammunition than the PC's can get. they may not have one available for use. see the GM about checking out the appropriate type of weapon. those are valid bullets. If you end up with a firearm tag and no phys-rep. Mind you. and after the fight. they are considered spent rounds. and follow the same principle. They probably won't have any issue with loaning you a rep. please use a little foresight. or have biometric security to prevent strangers from firing them. If you give someone a few of your bullets. You may not unload it from the clip. Do your best. NOTE: Bullets can be hard to track. even if they have the correct firearms skill. and you can not load it into your own firearms. it can be tricky to count your shots. We understand.
For example a chemical trap might have an effect such as detonating. The section below discusses traps set by PC's. Trap triggers may be used with any kind of trap. There are chemical traps. Some traps require additional materials and/or skills to set. At this time if the trap is struck with damage it will go off. To set a trap you must first have a properly sized trap rep. For Wastelands the trigger and the trap are considered separate items for purposes of tags and production. a harmless noisemaker. the trap is active even if not set. While game staff will use these rules as general guidelines. and there are traps set by game staff. electronic and mechanical. or an electronic trigger with an electronic trap. you need not place a chemical trigger with a chemical trap. There are also different types of triggers for traps. chemical.TRAPS NOTE: There are two different kinds of traps in the Wastelands game. These categories refer to the materials that a trap mechanism is constructed from. (See each recipe for details) for the type of trap tag you have. There are many different ways to trap things in Wastelands. There are traps set by PC's. To disarm a trap you must actually clip the trip line. If the trigger goes off while being armed or the trap or trapper takes damage the trap goes off on the person setting it. If it is moved more than five feet. Once a trigger is attached. vent the bomb bag etc. electronic traps. The trap is inherently inert until it has the trigger attached to it. due to time and material constraints they may use slightly different rules for trap construction. or spraying the area with acid. You must also have a trigger rep for the type of trap trigger that you have. and mechanical traps. disarm the mousetrap (with out it snapping). it may be moved freely. or simply raw damage in the form of cutting blades or spikes. and determine the exact effects of the trap. Any disarming should not destroy permanent trigger reps. Bomb bags or firecrackers are considered disposable reps. An electronic trap could do raw electrical damage or be an alert. Once the trigger is attached the only time needed to set it is the actual time to set the trigger. Once it is disarmed. the trap is instantly activated. Once a trap is set. setting a target on fire. A trigger is attached to the trap IG via a 30 second count and the skill Traps. take out the battery clip. it may not be moved more than five feet. TRIGGERS The amount of time it takes for your trap to go off and how it goes off depends on . See the recipe descriptions for details. There are three types of trap triggers. You have been warned. If the trigger is a remote trigger (with a line between the trap and the trigger) you can cut the line to disarm it otherwise triggers are considered permanently attached to the trap once the 30 second count has passed. Activated or disarmed traps may not be rearmed… Traps are one-use only. A mechanical trap could have an effect such as a poison needle.
bomb bags. So the next game. or can be set to ignite all targets within their radius. Bring your triggers to npc headquarters before the game to pass them through safety check. and chemistry 2 or less. You will not have access to the trap recipes unless you purchase the traps skill as well. As long as your trigger is safe. disarmable. expect this and plan accordingly. After he does this. chemistry. and Engineering skills. He has all the regular engineering and chemistry recipes. Please. Mechanical Triggers The easiest mechanical trigger is a mouse trap (That’s placed in such a way that it won’t pinch anyone. Triggers must have a way to be disarmed or they will be classified as disposable. However. once you have the traps skill.) but these triggers can be as complex as you want to make them providing they do not contain any electrical parts. Chemical traps deal explosive. As long as it is safe. CREATING TRAPS Traps and triggers in game are created with the Chemistry. he figures that he’ll build the new guy some good traps to work with. he spends some karma and buys the traps skill. If you are using a trigger that is not outlined below it must be approved with a staff member before bring it into the game. be creative. Disposable triggers are expected to be destroyed during the course of a game. incendiary. Example: Bob the Gnome has engineering 3. From this point on. or acid damage. After accepting an agent into his group. alarm clocks and stop watches. above all. Electronic Traps Electronic traps will have an effect such as electrical damage or stun (due to shock). and has a distinct flag to show when it has gone off then it will be approved. Chemical Traps A chemical trap is any trap that utilizes a chemical payload. he’ll learn that recipe automatically. but he doesn’t have the traps skill. Timers are also acceptable trap triggers such as egg timers. Purchasing levels in these skills gives you effort points which can be spent to produce traps. you have access to all traps recipes that you have the craft skills to create. or petroleum jelly. and chemistry 2. or electronics to a level that satisfies a trap recipe. because he has no electronics skill. but none of the trap recipes. He doesn’t learn any of the electronics trap recipes.your trigger. Electronics. then Wastelands Staff do not proscribe any particular limitations to its method of activation or use. he gains all the trap recipes that require engineering 3 or less. Chemical triggers Suggested physreps for a chemical trigger are small. if he increases his engineering. Electronic Triggers Any sort of electronic trigger such as a buzzer or light can be used. Mechanical Traps . drop poppers or anything that is considered safe to be used near hands and eyes and does not require a flame. Triggers must be safe. non-incendiary fireworks such as pull crackers.
explosive traps).” Name: Delayed Trigger Effort Required: 1 Materials Required: 1 Liquid Component “It’s a binary compound that mixes when you shatter the film separating one part from the other. Magical Traps Magical traps exist. (IE. a net or as delicate as an injection trap. Examples of mechanical traps could be an avalanche of rocks. 1 Solid Component “Styrofoam jelled in kerosene makes a sticky and flammable mess. chemical or electronic trigger to detonate it. If you have a chemical trap. Layering Traps If you have several traps of the same kind (For example. These trap recipes do not require that you have the medicine or demolitions skill to construct.” Name: Incendiary Trap Effort Required: 2 Materials Required: 1 Liquid Component. and a medium that won’t react until you want it to. you can use a mechanical. If you wish. you may create a physical representation of the striking point of a single-target mechanical trap.With Mechanical traps the limits are your imagination and building skills. Their damage is combined.) If you do this.” ELECTRONICS LEVEL 1 . a bear trap. They are extremely rare. say a 10 point explosive damage. however these traps do not fall under these guidelines and can not be disarmed under the traps skill. rigging a pillow on a rope as a door trap. a few benzoates. All of the traps and triggers are interchangeable between the types. you may place them together and arm them with a single trigger. but they DO require that the person setting them knows something about injections and demolitions. requiring only a single trigger to arm. or demolitions.” Name: Acid Trap Effort Required: 2 Materials Required: 2 Liquid Components “Sulfuric acid suspended in glass. and they count as one trap.” Name: Explosive Trap Effort Required: 2 Materials Required: 2 Solid Components “A few nitrates. Mixing Traps Triggers and traps are able to be interchanged. then the trap deals double damage to the character if it strikes. but none if it misses. deadly and painful. TRAP RECIPES CHEMISTRY LEVEL 1 Name: Pressure Trigger Effort Required: 1 Materials Required: 1 Solid Component “A few reactant chemicals packaged so that they’ll cause a minor detonation – Just enough to spark. You may also construct traps that utilize injections. or setting a nerf crossbow to fire when a tripline is tripped.
Name: Light-activated Trigger Effort Required: 1 Materials Required: 1 Circuitry Component “Interrupt the beam, and it goes off.” Name: Sound Trigger Effort Required: 1 Materials Required: 1 Wiring Component “Set to go off when it registers a certain decibel level of noise.” Name: Radio Trigger Effort Required: 2 Materials Required: 1 Wiring Component “Looks like a little walkie-talkie with a button. Push it and the trap goes off.”
“A few thousand volts, from you to your foes.” Name: Taser Trap Effort Required: 2 Materials Required: 1 Wiring Component, 1 Battery “Non-lethal, but it’ll knock you down for a minute.” ENGINEERING LEVEL 1 Name: General Trigger Effort Required: 1 Materials Required: 1 Gearing Component “This is an all-purpose switch.” Name: Mechanical Noisemaker Trap Effort Required: 2 Materials Required: 1 Gearing Component “Remember those old hand-wound alarm clocks? Yeah, like that.” Name: Immobilizing Trap Effort Required: 2 Materials Required: 1 Gearing Component, 1 Structural Component “This’ll take out a leg, with its springloaded jaws. Rust is optional.” Name: Damaging Trap Effort Required: 2 Materials Required: 1 Gearing Component, 1 Structural Component “Gears to set it in motion, and a nasty blade or other implement to smack your target.” Name: Injection Trap Effort Required: 2
Name: Timer Trigger Effort Required: 2 Materials Required: 1 Circuitry Component “Good for when you need to pop a door, or when you know your foe’s schedule.” Name: Electronic Noisemaker Trap Effort Required: 1 Materials Required: 1 Wiring Component “Makes an annoying noise, possibly a continuous one depending on how you set it.” Name: Shocking Trap Effort Required: 2 Materials Required: 1 Circuitry Component, 2 Batteries
Materials Required: 1 Gearing Component “Put anything you like in the springdriven needle.” Name: Demolition Trap Effort Required: 2 Materials Required: 1 Structural Component “Works with just about any grenade that you happen to have handy.”
is set, but only if the person disarming it has both the traps skill, and the demolitions skill. The trap must be represented by a normal grenade rep. Electronic Noisemaker Trap: The Electronic Noisemaker trap produces a loud noise when tripped, and may or may not continue to sound its alarm indefinitely. (Game staff reserves the right to shut it off after five minutes or so.) Either the trap or the trigger must make a loud noise. The trap must be represented by an object no less than 2 inches wide, 2 inches long, and 2 inches tall. Explosive Trap: The Explosive trap deals 20 points of explosive damage in a ten foot radius when tripped. The trap must be represented by an object no less than 1 foot long, 1 foot wide, and 6 inches tall. General Trigger: This generic trigger can be represented by any mechanical device, or method of making noise not covered by any other trigger. Mousetraps, balloons that are set to pop on pins, and just about any reasonable, safe, device is a good rep for a general trigger. Immobilizing Trap: The Immobilizing Trap deals a crippling strike to the one who tripped it, taking out one of his legs. (Target’s choice.) The trap must be represented by an object no less than 1 foot long, six inches wide, and one inch tall. Incendiary Trap: The Incendiary trap Ignites everyone within a ten foot radius when tripped. The trap must be
ITEM EXPLANATIONS Acid Trap: The Acid trap deals 20 points of acid damage in a five-foot radius when tripped. The trap must be represented by an object no less than 1 foot long, 1 foot wide, and 6 inches tall. Damaging Trap: The Damaging trap deals 15 points of normal damage in a five foot radius when tripped. The trap must be represented by an object no less than 1 foot long, 1 foot wide, and 1 foot tall. Delayed Trigger: This chemical trigger can be represented by a bomb bag, or other timed, non-incendiary noisemaker that utilizes a chemical reaction. Demolition Trap: This trap is special. In addition to the trap and the trigger, the person setting the trap must have a grenade, and the demolitions skill. When triggered, everyone within the grenade’s radius is affected by the grenade’s normal effect. The grenade CAN be recovered from the trap once it
represented by an object no less than 1 foot long, 1 foot wide, and 1 foot tall. Injection Trap: This trap is special. In addition to the trap and the trigger, the person setting the trap must have an injection, and a medicine skill of sufficient level to use the injection. When triggered, the person who set the trap off is affected by the chosen injection. The injection can never be removed from the trap, once it is set. The trap must be represented by an object no less than 6 inches long, 1 inch wide, and 1 inch tall. Light-Activated Trigger: This electronic trigger can be represented by an infrared beam that reacts when broken, or a motion sensor of some sort. Mechanical Noisemaker Trap: The Mechanical Noisemaker trap produces a loud noise when tripped, and may or may not continue to sound its alarm indefinitely. (Game staff reserves the right to shut it off after five minutes or so.) Either the trap or the trigger must make a loud noise. The trap must be represented by an object no less than 2 inches wide, 4 inches long, and 4 inches tall. Pressure Trigger: This chemical trigger can be represented by a snap-pop, or other form of noisemaker that goes off when handled roughly. Radio Trigger: This electronic trigger can be represented by a remote controlled device, that makes noise when the controller is manipulated.
Shocking Trap: The Shocking trap deals 15 points of lightning damage in a ten foot radius when tripped. The trap must be represented by an object no less than 6 inches long, 6 inches wide, and 4 inches tall. Sound-Activated Trigger: This electronic trigger is difficult to represent, but any reasonable device that produces a loud sound in response to a certain ambient level will probably be allowed. Taser Trap: The Taser trap stuns everyone within a five foot radius when tripped. The trap must be represented by an object no less than 4 inches long, 4 inches wide, and 4 inches tall. Timer Trigger: This electronic timer can be represented by an egg timer, a digital counter, or some other object capable of a countdown and a loud noise when the countdown is finished.
injuries may occur. damaging packet. The goal with any weapon phys rep is to create something that is safe to wield against any participant. Realism is a secondary goal to this. two I drag you. NEVER force someone to move. NEVER initiate physical contact without permission from your target. and you may end up hurt as a result of activity occurring in combat. it is your responsibility to avoid harming or causing your target discomfort. for safety purposes. but you must consult with the Games Master to find out what existing safety limits govern weapon phys reps. Avoid touching the target in an illegal or sensitive area when using first aid. Whenever you use this skill. Every hit landed by a weapon. please see the release waivers that are elsewhere in this rulebook. MINIMAL PHYSICAL CONTACT The only skill which requires you to actually touch another person with your hands is First aid. as long as it strikes a legal area. though nothing is certain. This helps to prevent accidents and damage to all parties involved in the game. MELEE COMBAT Melee combat is conducted with boffer weapons. even if it happens to strike an illegal target area. with a PVC or fiberglass core. Put your hand gently on their shoulder or one of their limbs. .COMBAT ADVISORY Combat in the Wastelands LARP is supposed to be fast-paced and relatively safe. If you have any more questions about the problems that can arise from improperly handled combat. to make combat as safe as possible. and that of everyone around you. or pipe foam covered in duct tape. These are sometimes referred to as weapon physical representations. accidents may happen. then do not actually drag them.” Then they should get up. It is your responsibility. These are typically constructed from either latex foam. All playerconstructed weapon phys reps must be examined by a Games Master or other Wastelands staff prior to being used in the game. and do an audible three count of “One I drag you. Most boffer weapons have opencell foam tips. as are all other considerations. If you wish to drag or carry someone out of the way. or "phys reps" for short. UNIVERSAL RULES Combat in the Wastelands LARP uses a point system. Be aware that despite the best intentions of everyone involved. and this is because you’ll probably need to touch the target in question to tie the bandages in place. Use similar methods whenever you wish to move people in other ways. Alternate construction methods may be pursued for special weapons. NEVER actually punch or shove someone. and move along with you to wherever you wish to deposit them. three I drag you. or bullet removes damage from a character's body or armor point total.
STRIKING FIREARMS . If the thrust or swing fails to contact your striking area. start taking damage from their hits again. This means that the player or creature is attacking with either their bare hands. and contact a legal striking area to take effect. then do not use that weapon to thrust. DEFENDING AGAINST STRIKES To defend against a strike.” A character may not swing his weapons faster than once per second. No part of the swing or thrust must contact your striking area. which has a base damage of 2. Any weapon made with 80% or more red duct tape is considered a "Claw" phys rep. If any part does. Except for claws. a character may thrust with a boffer weapon. If a target tells you that you’re striking too hard. The head. then you take full effect from the strike. or lashing tail. they inflict the base damage of the weapon in question. or some other combat-capable appendage. Players should not strike with more force than is required for their opponent to know that they have been struck. such as a clawed paw. then pull your shots. a player may not swing more than 90 degrees and must pull back at least 45 degrees before striking again. When a player is involved in combat he or she must notify the opponent of what in game effects are being used. a Player must call out the amount of damage that they are inflicting with their weapon and the type of damage that is being done. so his total damage is 5.Red is a reserved color for weapon phys reps. then you take no effect from the attack. Some weapons may be judged unsafe for thrusting. he can call up to 5 damage. and groin are not legal targets for attacks. you may avoid the incoming strike. or have other factors modifying their damage. Alternatively. hands do not take any in game effects and players should avoid striking the hands of their opponents. STRIKING IN MELEE COMBAT When striking an opponent with a boffer weapon. any character may use any melee weapon phys rep as a weapon. Cutter Cain has a Chinese sword. A player should never strike an opponent in any of these areas and any strike that contacts these areas has no in game effect. neck. As with a swing. If you cannot tell with a particular boffer weapon. You may ignore damage calls from players who are swinging their weapons too fast. When striking an opponent with his Chinese Sword. Alternatively. Likewise. you must parry it with your own boffer weapon. His usual damage call is “5 Normal. Most melee weapons inflict “Normal” damage. While engaged in melee combat. It is the responsibility of all participants to know which weapons are safe or unsafe for thrusting. hands. Example. He also has the Beatdown Skill at +3. Strike LIGHTLY. Once they regulate their speed. Unless they have purchased the Beatdown skill. The thrust must travel a distance of at least half a foot. Respond “Weak Hit” to anyone who does this. a character may not thrust with a weapon faster than once per second.
SHOOTING AT MELEE WEAPONS Do not strike airsoft guns.) Example: Steve the ninja has the beatdown skill at level 5. the damage call is (Amount of damage) Normal. and is to be avoided as much as possible. a combat knife. or other sensitive areas. So. and a wood ax or staff would be a two handed weapon. knives. you render that gun unusable for 10 seconds. +2 for his halved beatdown skill. Thrown weapons cannot be used to defend against melee strikes. For example. and an additional amount of damage equal to half of the thrower’s beatdown score. Soft latex and foam can be easily damaged by airsoft pellets. faces. MELEE WEAPON SPECIFICATIONS Do not shoot melee weapons. When using a thrown weapon. This can damage them. All melee weapons are subject to NPC Headquarters inspection before the game starts. it deals 1 damage. shuriken. Thrown weapons do a base damage of 1. or a hatchet would bea one handed weapon. In the event that a melee weapon is borderline by a few inches. Aim for the arms. PACKET COMBAT . three damage total. If shot or struck with a melee weapon they must be dropped for 10 seconds. a sword. When he throws a shuriken. Accidental shots that hit melee weapons inflict full damage to the wielder. Melee strikes that hit airsoft guns have no effect. or anything else reasonably aerodynamic. Note that riot shields and breach mantles are not considered melee weapons. You must have both hands on a two handed weapon to strike with it. and should not have any protrusions which could damage eyes. so do not try using melee weapons to block incoming rounds. the game staff shall have the option to reject or accept it on a case-by-case basis. You may not use a home-made boffer weapon until it has been inspected. or other projectile weapons. Type Physical Base Dimensions Damage One7-36” length 2 handed weapon Two37-60” length 4 handed weapon Note that the length of each weapon is meant to refer to overall length. They can be in the shape of rocks. (Round down. Thrown weapons are made from open-cell foam. THROWN WEAPONS Melee weapons must be built to appropriate specifications. They should be covered in duct tape for at least 90% of their surface area. If you strike a gun wielder in an arm that he is using to hold a gun. instead.
USING PACKETS To use a packet. and you are welcome to make your packets smaller. If it contacts either a legal striking area. and throw the packet with the other hand. These are typically made out of foam. without the examination and consent of the appropriate staff. Regardless of your bow type. If it strikes an illegal target area or misses. or anything the target is wearing or carrying. then it takes full effect. natural attacks such as a skunk’s spray. while calling appropriate damage. or archery attacks. call the appropriate effect and throw it at your target. magic or energy-related effects. then it has no effect. They are referred to as firearm phys reps. as well.) Type Pistol Crossbow Short Bow Crossbow Long Bow Damage 2 3 4 5 FIREARM COMBAT Firearms in the Wastelands LARP are represented by Airsoft springpowered firearm replicas. (Rounded up. Call appropriate damage for the arrow while firing. nerf bows. Arrows must be soft-tipped.Packets are small cloth bags of birdseed that are similar to beanbags. Packets represent spells. All actual bows and LARP-safe arrows must be approved by the game staff prior to the beginning of the game. An archer has as many arrows as he has packets. if you so choose. To use a packet archery weapon. you MUST bring it to . or LARP-safe arrows. ARCHERY WEAPONS There are three types of bow phys reps: Packet bows. darts. nerf guns or rubber band guns. An arrow does damage equal to the base value of the type of bow. If you wish to bring in your own airsoft phys rep. Like any other attack in the Wastelands LARP. The most common are packet bows. they have no effect if they strike an opponent’s illegal target area. Nerf bows and crossbows fire vaguely arrow shaped darts of foam. Anyone with the archery skill is considered to be a fletcher. You may not bring an airsoft phys rep into play. and actual bows with LARP-safe arrows. These bows cannot be used to block boffer weapons. All Airsoft weapons are strictly regulated by the Game Master and other staff of the LARP. you must hold it in one hand. (Typically with the “Normal” or “Magic” word after the damage amount. and have a striking surface larger than an eye socket. and can reuse any that are on the ground. Packets should not be much larger than a golf ball. you may not target or fire at anyone who is within five feet of you. Arrows are not considered to be tagged items. Actual bows with LARP-safe arrows must have less then a 25-pound pull. plus half of the user’s beatdown skill.) You cannot throw packets faster than you can call damage.
and groin are not legal targets. • Must be a spring-powered or electric airsoft gun. The game staff will provide appropriate phys reps as needed. If the shot hits the legal striking area of the target. then it takes effect. as the Wastelands phys reps have been pretested and conform to the requirements above. It is recommended that you try to be at least ten feet from someone before firing an airsoft gun at them. Minor variations from 250 fps may be tolerated. MINIMUM RANGE You may not fire an airsoft phys rep at any target within five feet of you.2 weight ammunition. Even if it fulfills all requirements below. but this is not required. neck. • Must be 250 FPS or below when tested using . You are under no obligation to provide your own airsoft phys reps. • Must not have major modifications from factory specs. at least 6mm in width. the head. you may not necessarily be able to use it until you obtain the appropriate tag. SHOOTING SOMEONE To shoot someone. hands. No increasing the FPS through spring replacement. This is preferred. but will be judged on an individual basis. subject to availability issues.the game staff for examination at least one hour prior to the beginning of the game. As with melee weapons. Some specialized ammo types do a different amount or type of damage. Shots delivered to these areas do not have any effect.) • Must fulfill all county and state requirements that pertain to airsoft guns • Must be deemed “Safe” by game staff responsible for weapons check. These types are called damage… The firer will inform you of the bullet’s effect when he shoots. if they deem it a safety risk in any way. it may still be rejected. You may not shoot faster than once per second unless you are using an automatic or semi-automatic weapon. ever. (Note that if it is electric. otherwise you may not bring it into the game. AIRSOFT GUN REQUIREMENTS • Must have a muzzle with an orange tip. try to keep the . point the firearm phys rep at a legal striking area. You cannot use airsoft guns to block melee damage… In the event of a melee attack. After doing so. and fire the pellet. and are to be avoided for safety reasons. and they are outside of the minimum range of five feet. The Wastelands staff reserve the right to claim any airsoft gun as unsuitable for the Wastelands LARP. It must follow the guidelines below to be a useable firearm phys rep. first ensure that their eye protection is in place. nothing that weakens the frame. and deals 10 points of ballistic damage.
airsoft guns can not be fired. Doing otherwise is cheating. They can also be designated goggles-free zones. They are typically set up in areas where combat would risk causing damage to real property. This means that taking cover in enclosed areas is a little risky. or be too risky to both people and props.guns out of the way of your attacker’s strikes. and are marked with a sign. and are certain that you will not strike them in an illegal target area. SUPPRESSION ZONES Suppression zones are areas where guns or even violent actions simply will not work. Adds extra Headshots. or you are using specialized ammunition. If you feel an impact from an airsoft pellet. defend against an attack. RICOCHETS If an airsoft pellet bounces off of another object and hits you. You also cannot stand outside of a no fire zone. spell. Has bipod. No-fire zones are typically put up on buildings. it is a relatively simple thing to exploit this by exposing only your head and firearm while sniping at someone. you must expose at least half your torso to your target. All regular bullets inflict 10 points of ballistic damage upon a target. as a missed shot can bounce around and strike you despite your best efforts. To fire a gun while under cover. The only time you should call out something when firing an airsoft gun is when you have the headshot skill and wish to use it. Even though a ricochet slows down an airsoft pellet. it counts as a damaging shot. and shoot/throw/swing into it with any kind of weapon. unless you can clearly see your target. or do anything of a violent nature in a peace zone. Do not do this. no grenades through the door. It simply doesn’t work. and there’s no associated call. These can be put up for in-game or out-of-game reasons. There are two types of zones. you cannot stand outside of a peace zone. or rooms. FIREARM DAMAGE Firearms normally don't have a damage call. nothing. You cannot use astral wave or other effects in a . shots that hit the face. anything that takes 2 hands to fire. No traps. Like no-fire zones. or you are not sure your target felt the impact of the shot. COVER AND SNIPING Since shooting people in the head is illegal in this game. While in a no fire zone. Type Pistol or Machine Pistol Longarm Sniper Rifle Notes Also covers other onehanded guns Shotguns and Assault rifles. or other sensitive bits will still hurt. or effect. should be used to brace gun. You may not initiate an attack. Peace zones are total non-combat zones. and shoot into it with an airsoft gun. no-fire zones and peace zones. then you just took 10 points of ballistic damage. Try to avoid deliberately causing ricochet shots.
If you do not. then the second you attempt to move a grenade from where it lies or rests. Anyone within the grenade radius when the noisemaker goes off is affected. HEAVY WEAPONS Heavy weapons (With the exception of flame throwers. some are greater. as long as they groan occasionally. BALLISTIC SHOCK In addition to the damage dealt by a firearm. Melee attacks to a heavy weapon phys rep do not count as legal target area. Stunned people may also crawl. and act like they’re in pain.peace zone. STUNNED Whenever a person is hit by a stunning effect. All grenades have a minimum radius of ten feet. Since grenade fuses cannot be stopped by holds. Grenades with a greater radius will be so marked on their item tag. heavy weapons cannot be fired faster than the user can call damage. then the target takes the effect. the “Ballistic” damage type exists. Call a hold if necessary. or to throw effects into a peace zone. then they are Stunned for one minute. Heavy Weapons sometimes have an area effect associated with them. though its phys rep is shaped differently.) are represented with nerf weapons that launch oversized darts of foam. they must immediately fall to the ground. You must also have the Demolitions skill if you wish to safely move a grenade. or hits anything that a target is carrying. grenades and other things utilizing the noisemaker fuses are effective within holds. trigger the fuse and throw. and it goes off. Like any other weapon. it goes off and is treated as if the noisemaker had triggered. so long as you can do this in a safe and controlled manner. GRENADES Grenades are represented by foam projectiles with a noisemaking fuse attached. You may fire heavy weapons at people who are within five feet of you. bullets also cause a target to feel some serious pain. and throw grenades. Note that you must have the Demolitions skill to trigger a grenade fuse.) The only time this does not . this is represented by the “Area Explosive” damage call. then your character takes the full effect. If a heavy weapon attack hits a target in a legal area. Specialized ammunition might not induce ballistic shock. there is no associated stun effect. To use them. Unless the damage call includes the word “Ballistic” or “Explosive”. To represent that. Bullet Dodges can be used to negate effects or damage caused by a grenade. Do not strike a heavy weapon phys rep with melee attacks. and may not attack or use any other kind of in-game skills until the stunned period is up. or if the radius of the grenade is greater than ten feet. If a person takes any body damage from a ballistic source. (Unless you have an appropriate defense. but may not walk or run. If you call a hold while an active grenade is within an effect radius of you. Dynamite is counted as a grenade. They may speak.
apply is if the hold is for medical reasons. you must be within reach of the target. bullet dodged. and stuns the target if body damage is inflicted. No magical needles that reload every time you use them. you may ask game staff how they work if you need clarification. If you come across these items. or similar defense to prevent injection. fiddle with the rep and count silently to three. Flamethrower streams can be dodged. then the target has final say. but after the first throw it is considered destroyed. A Molotov that misses a target and hits the ground cannot be picked up and used again (Unless the person picking it up has additional Molotov tags. A Molotov ignites anyone it hits. then he is ignited. FLAMETHROWERS Flamethrowers are represented by specialized phys reps that shoot silly string. Note that there are some items out there which may allow administration of injections in non-standard ways. then the injection is treated as having been destroyed. It is stopped by armor in the same manner. If this is the case it will be clarified by the GM.) INJECTIONS If you wish to deliver an injection to a target while in combat. If there's a disagreement on how fast the target was going. If it hits a target. it breaks and the injection is destroyed. then throw them at a foe while calling “Elemental Ignite!”. In the event that a target does not wish to be injected. MOLOTOVS Molotov cocktails are represented by foam projectiles shaped like bottles with a rag attached. once a target is injected. You must wait at least ten seconds before injecting the target again. To use a flamethrower. and you may disregard the effect of the grenade. If they do that. if the prop you are using to touch the target is struck by an attack of any sort. This acts the same way as bullet damage. bear in mind that you're trying to manuver a small plastic and metal needle into a specific part of your target's body while a whole lot of troublesome things are probably going on around you. BALLISTIC DAMAGE Many heavy weapons and grenades use Ballistic damage. you must either wait ten seconds to inject the target again with the same prop. Third. as per the effect. . they may burn a dodge. or pull out a new prop. or defended against by an elemental shield. or block. aim the string at a target. To use them. then that target is Ignited. the target cannot be moving faster than a walk. it ain't always simple. and there's any doubt. No run-by injections! Second. Basically. You do not have to have the Demolitions skill to throw a Molotov cocktail. and say “Elemental Ignite!” If the target is hit by the string. and you must not be moving. First. Also.
without a sniper rifle tag. Note that you can have a bipodequipped rifle. They do 10 points of damage per bullet. Black powder weapons may be fired at a target that is within five feet of the wielder. like most other firearms. So he’s got one “Real” headshot left over. If he sets up . pulls out his sniper rifle. Sneaky Pete has three headshot skill levels. vital shot. then he gains two uses of these skills per level while in sniping mode. and used three. and use it as a Tier 1 or Tier 2 longarm without a problem. SNIPER RIFLES Sniper rifles are longarms with specialized calibration and attachments that let them put bullets right where you want them to go. If the bipod is folded. after the firefight. Note that these extra skill levels disappear once the sniper leaves sniper mode. Effectively. so long as you can do this in a safe and controlled fashion. Anyone with either the pistols or longarms skill may fire a loaded black powder weapon of the appropriate type. Sniper rifles are represented by bipods on a longarm phys-rep. then the rifle is in freefire mode. then the rifle is in sniping mode. can be worth it. but loading one requires a character to have both black powder cartridges (rubber bands. however. and settles into sniper mode. and he has to retreat. it is not considered a sniper rifle. in a vital spot. and have their own tag that says “Sniper Rifle”. A sniper rifle in sniping mode must have its bipod unfolded. Black powder weapons are like airsoft guns as far as blocking melee weapons go. but he had six while in sniper mode. in a manner similar to other airsoft guns.BLACK POWDER WEAPONS Black powder weapons are represented by rubber band guns. or kneecapper skills. Soon enough some targets come along. he used two “Real” headshots. low to the ground. Effectively. if the bipod is deployed. No running. Example: Sneaky Pete has three levels of the headshot skill. (i. then taking a shot one second later and claiming that you were in sniper mode for it. he settles into his roost. he gets two shots for every level of the relevant skill he has purchased.) The benefits of sniper mode. Seeing a good place to set up shop and wreak some mayhem. Sniper rifles in freefire mode act like any other longarm. and a “phantom” headshot gained from sniper mode. Striking the arm of a person wielding a black powder gun will render it unusable for 10 seconds. However.) and at least one level of either Chemistry or Engineering. and provides none of the benefits of a sniper rifle. diving for cover. and the user must be lying or crouching in a stationary position. and he starts popping heads. It takes at least ten seconds of holding the position for sniper mode before the sniper can take any shots. and use it that way without a problem.e. Sniper rifles have two firing modes. However. If a sniper has the headshot. There are no black powder sniper rifles. Usually this means through some other guy. You can even deploy the bipod. He gets three headshots in before a couple of trolls start coming his way.
His armor drops to 05/15. Everyone starts out being able to wear 5 points of armor. then its maximum rating drops by 5. Charlie is stunned on the ground going ‘Oooowwww’. certain spells. Anything with the damage call of “Magic” will ignore armor and go straight to your body. and catches him in the leg. Charlie had 10 points of Body. Hit a thrift shop. they’ll tell you which category your armor falls under. its current rating drops an equal amount of points. after a couple of hits. and he shoots the bandit right back. and the bandit who dropped him is already figuring out where to fence Charlie’s stuff. His armor takes 5 points of it. Then the bandit’s friend nails him with an assault rifle for 10. and a maximum rating. but this is a question best left to enchanters… Armor has two point values… a current rating. and shifting it around to use it to its full potential. and has 10 body. If you’re in doubt about the type of armor you’ve got. It’s not that hard to do. ARMOR You must supply your own armor. Example: Charlie Dingo is wearing a 15/15 point suit of impact armor. representing minor repairs. Not good! So. the armor remains at its current rating. but now he’s only got 5. Remember that you can wear a physical representation of an armor type heavier than what your armorer skill will allow… You just won’t get as much protection as a skilled Armorer would. and you’ll only be able to refit it up to your basic skill. This is called an armor breach. As armor takes damage. Charlie’s health is at 5. and is breached. To refit armor. smoothing out any bunched up parts. Charlie’s body takes the last 5 points of it. since just about any kind of clothes can be called ballistic armor of one sort or another. Worn armor is depleted before your body points are. Armor is effective against most types of damage. Charlie’s armor is at 0/10. Purchasing the Armorer skill once raises this cap to 10. the wearer must spend a minute shifting it on his body. or use an old coat. but there are a few things that will bypass it. and each subsequent purchase raises it by 5 more. He takes a shotgun to the chest. to play in Wastelands.in sniper mode again later today. It may be possible to make armor that protects against magic. Magic damage typically comes from archery packets. he’ll be able to use two headshots before he’s out. and the wearer must start over if he . even if it does slow you down sometimes. preventing damage from reaching your squishy bits. If it reaches 0. check with the Game Master or game staff before the game begins. And since he took body damage from a bullet. Damaged armor can be refitted. which deals 10 points of damage to him. he is stunned for 1 minute. or something similar. If the refitting is interrupted at any point. Armor is a very good thing to have. and adepts with the Killing Hands skill. WHAT DOES ARMOR DO FOR ME? Armor adds on to your body points.
They come in two varieties. Charlie hauls himself to his feet. Has to be metal. Riot shields and Breach mantles. Do not make shields overly heavy. Fairly rare. Anachronistic armor works differently. reduced by the armor's Damage Reduction Value. drywall. his armor is now at 10/10. Most armor is modern armor. Breached armor can be repaired. Padded Clothes. it doesn't soak them up. or solid foam. he’s no longer stunned. Shields may be made of any reasonably useable material. Those have the potential to injure players. Anachronistic armor softens attacks. Note that in all cases. armor should not have sharp edges or spikes. Any damaging attack that strikes a person wearing anachronistic armor and doesn't bypass their armor. or some other material that cushions accidental impacts. You cannot stack two different suits of armor… You may only wear one at a time. Seeing his armor in tatters. has to be obvious. and after a minute. such as plywood. Riot shields are one-handed. refitting his armor. or similar heavy gear 3 15 20 25 30 Plate Mail 5 . anything light.wishes to finish refitting. All edges on a shield should be covered in pipe-foam. Charlie gets behind cover and spends a minute patting his chest. Refitted armor returns to its maximum value (Minus 5 for each breach. and do not Modern Armor Armored Clothing Reinforced Jumpsuit Armored Vest Lined Coat Armored Duster Riot Gear Value 5 10 Example Leather Clothes. Any good onepiece outfit. All shield phys reps must be inspected by game staff before they can be used in-game. Breach mantles require the use of two hands.) Example: Thank God Charlie had a few friends along! They finish off the bandit. or damage phys-reps. Also the value for things like plated clothing Small dusters. however. see the Repair skill for particulars. After the minute’s up. or trench coats with plating Hard Plastic vests and helmets. This eliminates most breaches. ordinary trench coats Thick dusters. or similar padding Represent ed by metal or fine-link shiny cloth. has its damage Anachronisti c Armor Leather Armor Chain Mail Damage Reduction Value 1 Example Leather vest. but they are not entirely unknown. and knowing he doesn’t have enough body left to fend off a rabid rabbit. However. It cannot be reduced below a minimum of 1. SHIELDS Shields are a rare thing in the Wastelands LARP. a few folks from more primitive settlements might start out with anachronistic armor. or something loose but padded.
scream. but only to wail. the target’s death count starts up again where it left off. hit them with a thrown weapon. they immediately heal the amount of damage indicated by the injection (Up to their maximum body. such as spikes or protruding metal grips on the outside. the dying person’s body goes from 0 to 1. hit them with a damaging packet-based attack. and is disarmed of the shield for ten seconds.” or something at least as threatening. they are dying. and crippling strike. Riot shields block any melee strike that contacts them. If five minutes expires. groan. then the dying person is dead. COUP DE GRACE When a character is either dying or helpless before you and incapable of using in-game skills. or otherwise indicate that they are in great pain. Injections that heal a target can also be used to pick up a dying person. like “Say goodnight chummer”. If a riot shield is hit by a bullet. If the first aid is interrupted before the bandage is properly applied. In that case. They may not use any in-game skills. the target must drop his shield for ten seconds. the wielder takes damage as per the bullet. while the dying person is given first aid. unless someone carries or drags them. or “You picked the wrong guy to frak with. consult the local game headquarters about their legal specifications for shield construction. They fall to the ground. If you have questions about the construction of riot shields or breach mantles.) and may act normally.put dangerous accessories onto shields. If a disarm effect strikes a riot shield. (Special damage rounds tend to go through breach mantles. or until interrupted by medical treatment. or used offensively. or tap them with a melee weapon in the chest. The death count pauses. cry. To accomplish this. negating damage. curse. Shield-bashing is illegal in the Wastelands LARP. Any hits to the shield while it’s being dropped count as hits to valid target area. Take great care when using shields that you do not hit other people with them. and may not move. then the target takes the regular amount of damage and is disarmed of the breach mantle for ten seconds. Your target is instantly killed. After receiving first aid. They may speak. DEATH IN THE WASTELAND . Breach mantles negate any regular or refined bullet or normal melee attack that is used against them. If a bullet strikes a breach mantle that is being carried one-handed. get within five feet of them and say a dramatic line. Shields should never be pushed into another person. THE EFFECTS OF DAMAGE When a person is reduced to 0 body points. The First Aid skill can interrupt the death count. and they can act normally again. dirty fighting.) A Breach mantle that is held in one hand is not in use. Healing magic that restores body also interrupts the death count. takedown. or impart any useful information. Then either fire into the ground nearby. it is possible to kill them almost-instantly. Breach mantles must be held with both hands while in use. Dying lasts for five minutes.
The grease spell works like a standard disarm effect. that eye protection is mandatory even if you are not playing. or until the controller releases the subject. Please be prepared to deal with this eventuality. or sit out of the game and relax. the machinations of nonexistent characters. and write on the back “(Your name)’s body. After confirming your death with the game staff. For the most part.When your character dies. COMBAT INFLICTED CONDITIONS The following conditions may be encountered as a result of combat. Be aware that there is a very real risk your character will die in any given Wastelands game. you have the option of creating a new character. Though many of them are covered elsewhere in this book. Control lasts for either five minutes. . you must take out your character sheet. you are required to lie there for five full minutes. This condition lasts for ten seconds. He may not voluntarily harm the controller. After the control is over. and know exactly who was controlling him. until you receive some sort of healing or first aid.” You must then drop the character sheet and any in-game items that you are carrying in the location that you fell. and go to the game headquarters. You are in the dying state. your body immediately drops to 0. TAKEDOWN If you are struck by a takedown effect. whichever is first. CONTROLLED A controlled target must obey the commands of the person controlling him. Remember. They may draw a new weapon and attack or defend with that as necessary. Alternatively. and may not violate the spirit of the commands given to him. After the five minutes is up. you may choose to NPC for a while. or do anything obscene. A controlled target may not cast the “Clarity” spell on himself. or the whims of fate. the controlled subject will remember everything that took place while he was controlled. and do not get overly upset at random luck. your character dies. and you begin to die. with the exception that the target may not draw or use a new weapon until the ten second duration is over. during which time they may not fire the affected gun or pick up the affected melee weapon. leave. and entering the game after you have confirmed your new character with the Game Master. put on an out-of-game headband. unmoving and playing dead. or five minutes pass. as normal. he cannot act unless his controller commands him to act. He may not be commanded to kill himself. or have their hands unable to grip a gun’s trigger. Character deaths are usually permanent. (After five minutes are up. or in-character.) DISARMED/GREASED A disarmed target has been forced to either drop their melee weapon. they are described here for convenience.
but effectively invulnerable. The ignited target may do nothing else but roll around. the target has no memory that he acted strangely. and may not use any in-game skills. like any other fire. or five minutes passes. rendering himself unable to move or cast. (Blinking and closing your eyes is okay.FEARED A target affected by unnatural fear must flee from the source of his fear as fast as possible. the more you will have problems. then the target is dying. The spell is broken if the user attacks him. or when the caster states “Prison down!” within the target’s earshot. the target may come to accept them so long as they don’t act poorly. The caster may state “Prison down!” even if entombed in his own Imprison. KNOCKED OUT . move. Note that it is possible for the user to entomb himself in an Imprison. IMPRISONED Anyone struck by this effect must stand still in the position they were in when the Imprison effect hit them. IRRADIATED The target has absorbed too much harmful radiation.) All attacks. The spell ends after 10 minutes. They may stop fleeing once they break line of sight from the target. They may NOT attack the caster. FRIENDLY The target’s mind has been altered to be well-disposed to the user of this spell or effect. but they may not do anything besides act afraid for the remainder of the fear’s duration. and the target may not cause him harm unless the user attacks him first. Note that leshy take double damage from an ignite effect. Irradiation has cumulative effects… The more that you are exposed. for details. The person who initiated the “Friendly” effect. or talk. or other interaction with the target is totally ineffective. The magically-induced fear wears off after one minute. spells. seems like the target’s best friend. Note that the “Friendly” effect does not extend to any of the user’s friends… Although if they are in a noncombat situation. If they are physically incapable of retreating. Please note that it’s impossible to meditate and regain focus while imprisoned. If the target reaches 0 body before the ignite effect is put out. This takes 10 seconds of rolling. and the ignite effect is dispelled. The target’s attitude toward the effect’s user improves markedly. Once the effect is over. and is now quite sick. See the section on radiation sickness below. and takes 1 point of elemental fire damage per second. whether they are in line-of-sight or not. IGNITED The target is set on fire. and dispels the ignite effect. The target replies “No Effect” to every such attack or effect that hits them. they must do whatever they can to keep away from the caster. attempting to put the fire out.
The target has been rendered unconscious, typically by blunt trauma or chemical means. The target must collapse, and may not speak, move, or use any in-game skills for ten minutes. The target’s eyes should remain shut, and he may not act upon or acknowledge any in-game knowledge gained while he is knocked out. A knocked out effect lasts for ten minutes, unless the knockout is by chemical means. In that case, the user of the knockout will inform the target of the duration. A person can be revived from a knockout effect, if someone spends a full minute pretending to shake him. PARALYZED A paralyzed target is rendered incapable of moving. This holds him in place, and prevents him from talking or using any in-game skills. The paralyzed state lasts for one minute. Any damage or conditions inflicted upon a paralyzed target have full effect, and remain after the paralyze effect ends. PETRIFIED A petrified target is temporarily turned into a stone-like substance. This holds him in place, and prevents him from talking or using any in-game skills. The petrified state lasts for five minutes. All attacks, spells, or other interaction with the target is totally ineffective. The target replies “No Effect” to every such attack or effect that hits them. POISONED A poisoned target has been afflicted by a toxin. The affected target
takes one point of unpreventable body damage every five minutes, until an hour has passed. Furthermore, the target may not run. The target feels sick, and may exhibit secondary effects and role-play at his discretion. REPELLED A repelled target is held back by a mystical force. The target must immediately withdraw to a point ten or more feet from the user, and may not approach him. He may not attack anyone until at least 10 feet away, or do anything else except move away and defend himself. If the geography prevents him from retreating in any possible way, then the effect is broken and he may attack as normal. SLEEP A target hit by a sleeping effect must fall to the ground, and mime sleeping until he is either awoken, or spends five minutes in this state. The target may not speak coherently, move, or use any in-game skills for five minutes. The target’s eyes should remain shut, and he may not act upon or acknowledge any in-game knowledge gained while he is sleeping. The target is woken up by any damage, physical contact, or anyone within five feet of him shouting at him to get up. SMOKED A smoked target has inhaled a lungful of irritating gas. They should make coughing noises for the duration, and may not attack or cast spells until the effect has faded. The smoked effect lasts for one minute. Smoked targets
may still defend themselves, and use other in-game skills that are not offensive or magical-based. STONED The target has partaken of some intoxicating substance, and is quite inebriated. The target may not attack, defend himself, or use any in-game skills, and mental processes and physical actions are impaired. The stoned condition lasts a variable amount of time, depending on the source of the effect. STOPPED Magic or selective damage has temporarily crippled the target's legs. He or she must plant their feet upon the ground, and must keep them planted until the effect ends. They cannot move from that spot until the effect ends. STUNNED A stunned target has been knocked silly, due to overwhelming pain, chemical means, or something interfering with their nerves. A stunned target must collapse, and may not use any in-game skills, or attack or defend himself until the stunned condition is over. They may speak, as long as they groan occasionally, and act like they’re in pain. Stunned people may also crawl, but may not walk or run. Most common causes of stun last for one minute, but there are a few out there that are longer. You will be informed by the user if a particular stun condition lasts longer. WEAKENED
Something has caused the target’s muscles to lose strength. The target’s melee damage score is reduced by a number of points, dependant upon the number called by the effect. The target’s melee damage cannot be reduced below 0 by weakness. The weakness effect lasts for one minute. WEBBED The target is caught in a sticky web. The target is held helpless for five minutes, and may not move or use ingame skills. The target may still speak, blink, and otherwise communicate. All damage or spells inflicted upon the target while in this state act as normal, the web offers no protection for them in any way. A target may be cut free from a web, if someone spends one minute sawing at it with an appropriate physrep. (I.e. boffer sword or knife) DAMAGE TYPES All damage comes associated with a damage type. Different types have different effects. Some attacks have multiple damage types, though they are typically rare. If an attack or effect has a keyword of a damage type contained within it, then it is considered to have the effect of that damage type. ACID Acid damage can destroy a target’s armor. Acid damage is absorbed by armor until the armor is gone, in which case the remainder does damage to the target’s body. If acid breaches a target’s armor, then the armor melts and
has its maximum rating decreased to 0. It must be repaired if it is to be of any use. AREA Area is typically called when used with explosion damage. Basically, when a target is hit with an explosion attack, everyone within the declared radius of the target takes an equal amount of damage, and may defend against it as appropriate. (Typically with the bullet dodge skill.) To measure an area effect in the case of dispute, call a hold and wait for the marshal to determine the affected individuals. BALLISTIC Bullet damage is one of the most common damage types. Typically this is associated with firearms and explosives, only rarely is it associated with other types of attacks. Ballistic damage is absorbed by armor until the armor is gone, in which case the remainder does damage to the target’s body. If ballistic damage does body damage to a target, then that target is Stunned for one minute. DIRECT Direct damage represents mundane effects that ignore armor. This is mainly used to represent armorpiercing rounds, and similar modified ammunition types. Anyone struck with a direct damage effect takes the damage to their body, not to their armor. Direct damage only causes Ballistic shock if it is delivered via a bullet.
ELEMENTAL Elemental damage typically has another keyword in its call, typically acid, fire, ice, or lightning. Elemental effects are stopped by an Elemental Shield. Elemental damage also is absorbed by armor until the armor is gone, in which case the remainder does damage to the target’s body. EXPLOSIVE Explosive damage is treated similarly to bullet damage, with an identical stunning effect. Explosive damage is absorbed by armor, until the armor is gone, in which case the remainder does damage to the target’s body. Explosive also has one fairly serious side-effect. For every full 25 points of explosive damage you take in a single shot to your body, one limb of your choice is crippled until repaired via surgery. Note that this only takes effect if you take at least 25 points to your BODY. If your armor stops some of the damage and reduces your body loss below 25, then you do not take the crippling effect. FIRE This damage type represents fire and heat. It is especially useful against flammable creatures, and plantlike monsters. ICE This damage type represents waves of fierce cold and water vapor being turned into shards of ice. It is
LIGHTNING This damage type represents raw electricity. in which case the remainder does damage to the target’s body. NORMAL One of the most common damage types.) and damages the target’s body. If a target takes body damage from a poison effect. RADIATION Radiation damage is usually a packet-based effect. or anything the target is holding. The participants then present their skills that are relevant to the situation while . time. MAGIC Magic damage represents mystical force augmenting a user’s form or weapons. unstoppable machines. the participants in the situation will be presented with a deck of cards. Anyone who takes body damage from radiation becomes Irradiated. HAND OF FATE: NON-COMBAT MECHANICS Occasionally you come across a situation that cannot be properly represented in a LARP environment due to budget. This is not a common occurance. he is Poisoned for one hour. POISON Poison damage represents injected venom. and machines. When Hand of Fate is declared. Massive damage deals damage to a target if it strikes either legal striking area. or other feats of raw strength. although you may take unavoidable radiation damage merely from spending time in fallout zones. (except mysticallyaugmented armor. the game staff may declare “Hand of Fate”. but the degree of success or failure must be measured. MASSIVE Massive damage is typically associated with melee attacks. or energy beings. and radiation sickness. or other toxic substances. It represents crushing blows from oversized creatures. contact poison. normal damage usually represents a melee attack of some sort. and it will not apply to every use of a non-combat skill. See the section below for details on radiation. or until cured. Or you may run into a situation where your skills may allow success or failure at a particular complex task. It is especially useful against watery creatures. or area constraints. It goes straight through armor of all sorts. When that happens. Normal damage is absorbed by armor until the armor is gone.especially useful against fiery creatures. A target that blocks a massive attack with a phys rep takes full damage as if it had hit his legal striking area. It will mainly come up during scenarios where a specific objective is on the line.
The GM staff will tell you if this is the case. flaws may creep in. especially when you are working under pressure. then the value of the hand is four values lower. When a participant uses a supplemental skill. THE END: The Hand of Fate challenge ends either when the participants pool of available cards exceeds a number set by the game staff (which they will tell you at the beginning of the challenge). or spades. then you use it by level. For disarming bombs. ITEM BOOST: Occasionally. The buy-in skill lets the first participant draw five cards from the deck. Exceeding the minimum hand may result in greater positive effect. If you are using your medical skill to supplement a surgery.. Other situations will declare the buy-in skill up front. For fixing a prewar computer before its drones find you. THE GOAL: The goal of the hand of fate game is to put together five cards from the available hand to make the highest poker hand possible. (Example: A pair of jacks. diamonds. then the hand is treated as one value lower than it would normally be. queen high is lowered to queen high. and draw as many cards as they discarded from the deck. Some hand of fate challenges may require a time expenditure between each declaration. Note that supplemental skills which come in levels may be used in levels. OPPOSING SUIT: In every task. or discard an existing hand card and replace it with a newly drawn card. they may use it to either draw a new card and add it to the hand.) If three or four of the cards in the hand are of the opposing suit. then the value of the hand is two values lower. If all of the hand is made of the opposing suit. Every participant who joins in after the first may use their buy-in skill to discard up to five cards. If the final five card hand contains any of the hindering suit. it is surgery. This is clubs. SUPPLEMENTAL SKILLS: Supplemental skills are other skills that may be relevant to the situation. All participants in a Hand of Fate challenge should be roleplaying attending to the problem they are attempting to solve while playing the Hand of Fate. it's the demolitions skill.drawing cards in an attempt to make the best poker hand possible. When this is . or the participants choose to put together a final hand and declare it to the game staff. rather than all at once. The game staff may or may not reveal the effects of greater hand values. The Game Staff running the Hand of Fate will tell you the minimum hand required. hearts. The participants may declare usage of a supplemental skill any time they like.. THE BUY IN: The buy in skill is the most relevant skill to the situation. Every hand of fate challenge has a hindering suit. it is Repair. For completing a difficult operation to save a person's life after they should really be dead. a hand of fate situation may allow items to be used to help the situation.
8. They draw the 7 of diamonds and 8 of clubs respectively. 6 of diamonds.permitted. They are the king of diamonds and jack of hearts. Jane and Rob spring into action! Both of them pull out props. and after a quick discussion with Jane. After this use of their buy-in. and add it to the pool. J Jane spends 30 seconds and declares that she's using first aid to figure out where the eggs were implanted in the body. Each supplemental skill use or item use will take 30 seconds of time. and 8 of hearts. Rob and Jane have an available pool of the following. and tell them that this is a hand of fate challenge. Rob declares he's doing the same thing. participants who have already used their buy-in skill may burn consumable items to discard an existing card and draw a new one to replace it. Jane goes first with her Buy-in skill and draws the following five cards: 2 of hearts. He gives them the following information: 1. Rob and Jane draw a card each. 5. However. Pool after 30 seconds: Clubs: 8 . The challenge has a three minute or 10 card ending time. now they cannot again use first aid to supplement their pool for this hand of fate challenge. and spends his own 30 seconds on it while Jane's doing that. 3. and a guard runs in carrying a twitching mess of a man! Seeder bugs attacked them while they were out on patrol. 6. queen of clubs. 4. The opposing suit is clubs. That will kill the patient but stop the eggs from hatching. or Bill's a goner and there's gonna be seeder bugs all over the brewshack! Jane and Rob spring into action. and they laid eggs in his buddy Bill's belly! The eggs must be removed before they hatch. If they want to extract the eggs AND save the patient. The minimum hand they need to complete this is two pair. The Buy-in skill is Surgery. 5 of clubs. At the end of that three minutes. they must present the best hand possible. The game staff is the final arbiter on what items may assist in what situations. but every time you do you must use DOUBLE the amount you used last time. 2. and begin the operation. Diamonds: 6. K Hearts: 2. or if they go above 10 cards in their pool. Rob declares the use of his buy-in skill. lie Bill down on a table. sucking back medical grade alcohol and taking bets on who's gonna go blind first. Note that you may use the same item type multiple times in a Hand of Fate challenge. they'll need a hand of at least a straight. The game staffer agrees that's a good use for first aid. he ditches the 5 and queen of clubs and draws 2 cards to replace them. Unified Example: Doc Jane and Nurse Rob are sitting in the local brewshack. The game staffer on hand pulls out a deck of cards and an evil grin. Suddenly the door bursts open.
A Jane and Doc use levels of their medical skill to supplement ONE LAST draw. Game Staffer agrees to both uses. they've got a flush. 7. She uses one level of the Injections skill as a supplement and roleplays sedating the target. 5. Rob uses his only medical level to identify all the eggs in Bill's body. A . The item is expended. and looks at her sheet. At the end of three minutes the Game Staffer calls DONE. 9. She wants to try to get the hand as high as possible to see what happens. and draw five new cards. 8. A Jane notes that with the cards they've got available. Getting rid of the 2 and 5 of hearts and drawing a 9 of spades and 4 of diamonds. and Jane draws a 4 of clubs. Which exceeds the straight required to save the patient. 9. Rob spends his 30 seconds using the motivation skill to calm the target down. J.. K Hearts: 2. 5. 10. 8. 7. After Jane uses another level of her medical skill to ditch the 9 of clubs and draw a 5 of diamonds. Pool after 1 minute: Clubs: 8 Diamonds: 6. J. J. J. Jane spends the next 30 seconds using her second level of the injections skill to try and put the eggs into hibernation. Thirty seconds later Jane then uses 1 of her 4 medical levels to begin a safe extraction of an egg. The game staffer allows both uses of these skills to supplement. so he backs out of the challenge. K Hearts: 2. 7. and Rob draws a 5 of hearts. J Jane gripes in frustration. Pool after 2 and a half minutes: Clubs: J Diamonds:None Hearts: 2. 9. 5. and might as well go to the full 10 card limit. The game staffer okays Jane's injections use. and figured out what's going on. Rob and Jane discard the 4 and 8 of clubs and draw new cards. his friend Doc Gogglez has come into the brewshack by now. Jane draws an ace of hearts. They get a 4 of spades and 9 of clubs. K Hearts: 2. Fortunately. he uses his buy-in skill to discard all of the diamonds and the spade. A Spades: 6. Jane notes that they also have a little time to spare. A Spades: 6.. but says that Rob's use of that item does not work. Pool after 2 minutes: Clubs: 9 Diamonds: 6.Diamonds: 6. 8. and comfort him while this is going on. 10. Rob attempts an item use of a bottle of homemade liquor to try and soothe the patient's pain. and try to swap out cards they don't need. and the tired doctors assemble their hand from the following pool: Clubs: J Diamonds: 3 Hearts: 8. 8. A Spades: 4 Rob's out of skills that he thinks can help.
Until you reach stage 5. All this aside. Too much in too short a time will kill you. and death. and they have stopped the Seeder eggs from hatching. With the sporadic-but-now-somewhatexperienced treatments and nanotechnology of the 22nd century. and NEVER to be taken lightly. Each time you take body damage from a radiation effect. plain and simple. Jack. or been exposed to symbiotic nanites that remove radiation damage over time. you progress from your current stage to the next. It represents a few traces of radiation that RADIATION: THE SHATTERED ATOM AND YOU Radiation is bad for you. and can cause illness. and the PC's breathe a sigh of relief.The best they can do at this point is an all-hearts flush. this is no longer the case. radiation poisoning isn’t always a certain death sentence. It used to be the case that radiation built up in a person’s bones and tissues and stayed there permanently… Each dose that a person got would add to the previous dose. The brewshack is once more saved from an onslaught of creepy crawlies. In addition to that. The yolk from those is usable for Compound Components. He hands them three Compound component tags. They head back to the NPC shack. Almost every living metahuman on the planet has either developed a tolerance for radiation. Radiation is the legacy of the bombs that fell upon the world during the big one. They put forward the 8. and Ace of hearts. deal with at some point. It is more of a “mini-game”. or are struck by an Irradiate. and the use of it within any given event is left solely for plot to determine. so it's only a limited success. and waves away the out-of-game NPC's who were waiting to play the Seeder Larvae if the operation had failed. with no real hope of recovery. radiation exposure is always risky. and it is an inescapable hazard that most adventurers have to . There are five stages of radiation exposure.) they have managed to salvage some of the damaged eggs. The five stages are as follows: THE STAGES OF RADIATION EXPOSURE: Stage 1 – Trace Count: This is your baseline radiation level as an average Wasteland inhabitant. DNA damage. Irradiated matter has a half-life that’s usually in centuries or millennia. This is a flush. and one higher than a straight. And it won’t be a painless death. since they hit a higher hand than needed (Not by much. and eventually weaken or kill them. been genetically engineered to regenerate cellular radiation damage. the Hand of Fate mechanic differs a bit from regular Wasteland mechanics. Fortunately. 9. As you can see from the above example. The game staffer tells them that Bill is saved. 10. the effects of each stage are cumulative.
Your internal organs are liquefying. GAME EFFECTS: You regain the ability to attack and use offensive skills. . and your skin may be burned at the point of exposure. Stage 4 – Internal Bleeding: At this point. This continues until you reach zero. GAME EFFECTS: You start at Stage 1. Optional roleplaying of fatigue. and has no game effects. Optional roleplaying consists of walking slowly and bracing yourself often to catch your balance. so that you can somewhat function during the last few minutes that you have to live. at which point you start your dying count. (Your current body will still be reduced until you get healing. however. Both your maximum and current body points are reduced by 2 for every minute of game time that you spend at Stage 5. This continues until you reach zero. and twitching now and then to show minor nerve damage. Stage 2 – Mild Exposure: After a brush with strong radiation. and can never go below this stage.you can never purge. It does you no harm. and general listlessness. as well as several nerves. It will take a while to kill you. and lying there not doing much. but without intervention you will die. you find yourself sweating more easily. Stage 3 – Nausea and Vertigo: Your exposure is reaching dangerous levels. your pain receptors have been quite thoroughly fried. your character will die. In a sort of mockery of mercy. Unless you are decontaminated down to stage 3 or lower before you complete your dying count. at which point you start your dying count. Stage 4’s slow loss of body points is replaced by a faster degradation. Optional roleplaying of stage 4 should include slurring words. and constantly fatigued regardless of how much rest you have had. your body points will return to their full maximum if you are decontaminated down to stage 3 or lower. GAME EFFECTS: You cannot attack. you have received a lethal dose. Your inner ear has been damaged. and death is coming for you. or balance. painfully. GAME EFFECTS: Both your maximum and current body points are reduced by one for every ten minutes of game time that you spend at Stage 4. your character will die. Your body is trying to purge the toxins. Note that your body points return to their full maximum if you are decontaminated down to stage 3 or lower. forgetting minor details. Stage 5 – Walking Ghost: You have received the maximum possible dosage of radiation.) Optional roleplaying should probably involve showing a hell of a lot of pain. GAME EFFECTS: You cannot run while in Stage 2. and your system is occupied. As with stage 4. but are still limited to walking only – no running. or use offensive skills while in Stage 3. This makes it difficult to do anything that requires coordination. Unless you are decontaminated down to stage 3 or lower before you complete your dying count. Your cells are boiling from the inside out.
reduce their exposure stage by one per 10 units of medical supplies spent. and can help develop your character. The downside to D-Con is twofold. and ends up with Stage 3 exposure. he goes down to Stage 2. Example: During a weekend event. SURGERY A surgeon with enough medical supplies can perform an operation to cleanse a patient’s body of radioactive elements. but not always the best. It adds to the atmosphere. and it takes a bit of time. and therefore relatively expensive. INJECTION The D-Con injection reduces a target’s exposure stage by two. missing hair. and it works anywhere. but this is not always possible. Unlucky Luke fights some sort of glowing critter. and that’s fine with us. Once the event's over he'll be back to normal. and it can’t be performed when you’re in an inherently radioactive environment. The short-term game effects are rough enough. Fortunately.and acting as though partially blind. we do not require PC’s to act out the long-term effects. if you wish to adjust your costume or add some makeup to represent burn scars. Still. WAIVERS . there are at least four ways to cure it. He'll start the next game day at Stage 2. (Injection 4). First of all. it’s going to impair you a bit. it takes a fair amount of expertise to use. LONG-TERM EFFECTS OF RADIATION As this is a game. it’s one of the easier cures to find… Surgery is a useful skill. And remember. it’s hard to make. Second. so at the end of the day. crippling hinderances. however. However. It’s a fast and easy way to remove the toxins. He doesn’t do anything to treat it. and there are likely several doctors in-game. lesions. and by doing so. DEALING WITH RADIATION SICKNESS Radiation exposure is a thing to be avoided. This is the cheapest method of surviving exposure. TIME At the end of each game day. it decreases by one for each GAME DAY. It’s a little expensive. however. your radiation exposure stage is lowered by one as your internal nanites/resistance/whatever goes to work on repairing your system. and other evidence of close brushes with Oppenheimer’s legacy. or other drawbacks of radiation exposure. then by all means feel free to do so. Your brain is boiling and melting.
I WILL AVOID BEING A JERK AT ALL COSTS. PROMISE TO OBEY AND HONOR THE STATEMENTS BELOW. AND RECOGNIZE THAT I HAVE A RESPONSIBILITY TO MYSELF.WASTELANDS WAIVER #1: DECLARATIONS OF GOOD FAITH I. 12. 10. __________________________ SWEAR THAT I WILL ABIDE BY THESE STATEMENTS. 9. AND OTHER PLAYERS ARE NOT AT FAULT. I SHALL CONDUCT MYSELF IN A MATURE MANNER AND OBSERVE THE RULES ABOVE UNTIL I HAVE DEPARTED. IF ASKED TO LEAVE THE EVENT. I WILL RESPECT THE LAND. FOR WHATEVER REASON. 7. IF I ACCIDENTALLY ACT LIKE A JERK. I WILL NOT SHOOT MY GUNS AT ANYONE THAT IS NOT WEARING EYE PROTECTION 6. I WILL ABIDE BY THE LAWS OF THE UNITED STATES. AND THE GAME MASTER. I WILL APOLOGIZE WHEN INFORMED OF THIS FACT. I WILL NOT CHEAT. THE OTHER PLAYERS. SHOULD I BY NEGLIGENCE BREAK THE RULES OF THE GAME. AND HELP OTHERS ENJOY THEIR TIME WITH ME. THEN I ACKNOWLEDGE THAT I AM AT FAULT. I WILL NOT SHOOT OR OTHERWISE HARASS OUT-OF-GAME PEOPLE. AND WHATEVER COUNTY I MAY BE WITHIN WHILE I AM PARTICIPATING IN A WASTELANDS EVENT. 5. AND ANY BYSTANDERS THAT MAY BE PRESENT FOR THIS WASTELANDS EVENT. AND HAVE SHOWN APPROPRIATE IDENTIFICATION TO THE GAME MASTER. I WILL DO MY BEST TO HAVE FUN. AND AVOID LITTERING OR DAMAGING PROPERTY. SHOULD I FAIL TO HONOR THESE STATEMENTS. I WILL AVOID INJURING MYSELF OR OTHERS. I. I WILL NOT ATTACK ANYONE WHO IS NOT PLAYING. 4. 11. SIGNED. I AM OVER 18. OR ANY MISCELLANEOUS WILDLIFE THAT MAY BE ON COURSE. 2. THE UNDERSIGNED. ______________________ . I SHALL APOLOGIZE TO AFFECTED PARTIES AND AVOID SUCH BREAKAGE IN THE FUTURE. I DO THIS OF MY OWN FREE WILL. 8. AND AVOID SUCH BEHAVIOR IN THE FUTURE. GAME STAFF. LAND OWNER. UNLESS IN A DESIGNATED GOGGLES-FREE ZONE. AND NEGATIVE CONSEQUENCES OCCUR. THE STATE OF __. 3. 1. I WILL WEAR EYE PROTECTION AT ALL TIMES.
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue reading from where you left off, or restart the preview.